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Found 18 results

  1. All these questions are disparate so I'll just rapid fire them with bullet points in the spoilers tab:
  2. UNDERDOGS Author: UndeceivedVersion: 1.92 (updated December 15, 2023) Review (spoiler-free) at D E S C R I P T I O N "We were totally excited when we finally got the green light for the job that our contact Manos had told us about. Just a simple burglary - a pile of money waiting for us in return. At that moment we didn't know that this would be the trigger of a terrible nightmare and a wearying run for our lives..." A story-driven mini-campaign (5 missions, cutscenes, multiple endings) about a group of Altian kids trying to survive the consequences of a deadly coincidence. T R A I L E R S F E A T U R E S Story-driven SP mini-campaign (5 missions) A civilian style "crime thriller" - take a refreshing break from the daily military duties Cutscenes Multiple endings Many ways to solve certain tasks Crafting of certain needed improvised items You can adjust the brightness in night missions A V A I L A B L E L A N G U A G E S R E Q U I R E M E N T S Everything is part of the campaign download I S S U E S Playing with other mods apart from the required ones could break the missions or cause bugs. Other than that I have no clue what happens in the Arma dev version, so better play in the stable version. A D D I T I O N A L I N F O R M A T I O N D O W N L O A D Underdogs v. 1.92
  3. Evil's Last Will (Arma 3) Author: Undeceived Version: 1.4 (updated March 20th, 2023) T R A I L E R D E S C R I P T I O N Eliminate a target person and witness how murder and hatred only stoke more fear and death in this land - when evil fulfills its last will. F E A T U R E S A story-driven one-mission-mini-campaign with many objectives, ported from Arma 1 (OFPEC score back in the days: 8 out of 10) Modernized and optimized with Arma 3 features Full voice acting (German) English and German subtitles Thrilling and dark story, set in the deep forests of northern Sahrani Play as a Germany / NATO special forces operator: Infiltrate enemy positions, take out a highly valuable target, try to help local resistance forces, adapt to harsh circumstances due to missing allied support Cutscenes Custom music Custom main menu design Choose your equipment in the Arsenal, not in the briefing R E Q U I R E M E N T S CUP (Vehicles, Units, Weapons, Maps, Core) CBA (required by CUP) (Steam Workshop link) C H A N G E L O G D O W N L O A D Evil's Last Will v. 1.4 OneDrive Evil's Last Will v. 1.4 Make sure you log out from your 1drv before clicking the link. Otherwise your name shall be known to my 1drv for all eternity. 😲
  4. Demo mission, the purpose of which is to demonstrate the capabilities of the Platoon Commander addon and teach how to use it. Plot: A platoon of UN peacekeepers Hurricane-1 is sent to Charkia to check why the sentry at the facility under their responsibility does not get in touch. Gameplay: the mission is strictly linear. Everything should be done as indicated in the hints. Localization: voice acting (rus) and translation (rus & eng). https://steamcommunity.com/sharedfiles/filedetails/?id=2576119757
  5. For The Life Of A Friend Version: 1.8 Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) >> Read the final review at OFPEC (9/10) >> Read another review at The Abandoned Workshops Scenario description: "We went out to have some fun teasing Jegorow, the new castle caretaker. But then everything turned out differently..." Features: - Civilian style mission - A story about friendship, murder and revenge - Fully voiced (German) - English and German subtitles (also English subtitles for the Polish and Russian version of Arma 2) - Uses Silola's DAC, which makes combat situations a blast! - Self made music by the author, among other custom music - Many cutscenes Required addons: - "Armed Civilians" by W0lle (version: 1.02) (contained in the mission download) - Editor upgrades by Jon-C5- and Mapfact (contained in the mission download) Versions: Known bugs in version 1.8: - Script errors: If you start Arma 2 with parameter -showScriptErrors, there might appear script errors, which come out of the DAC scripts. These errors however do not influence the gameplay and the mission's functionality in any way and are not showstoppers! Anyway it is recommended to play without the start parameter -showScriptErrors. - Remove AI team mate's pistols as soon as possible and give them rifles to prevent the Arma 2-pistol bug, which sometimes happens (AI doesn't move anymore). Download: For The Life Of A Friend 1.8: @ bIdentify | @ OFPEC
  6. IndeedPete

    [SP-Campaign] Ice

    - DEVELOPMENT DISCONTINUED - Singleplayer Campaign Ice Version: 0.50 ALPHA Good evening, I would like to use this thread to officially announce my recent project in the Armaverse's splendid singleplayer content. A few of you might have stumbled upon my other projects, namely M.E.R.C.S. or Contention Zone, or my various re-texturing efforts and scripting frameworks. This work here, simply called Ice, is my newest and probably biggest baby since I started its development in the beginning of this year. I have reached a state in which I can share some of the details with you and do a fair shair of shameless marketing. Veterans of M.E.R.C.S. will hopefully find Ice to be a worthy successor, both in terms of gameplay and story. Contrary to my approach in M.E.R.C.S., I will not run a public Alpha as the complexity of Ice outruns the complexity all of my other projects, and I am not able to provide easily upgradable releases where I can iteratively add more missions without having you lose your saved progress. Instead, my plan is to finish a rough version of the playable content and release it in Beta state, hopefully in the first quarter of 2016, for you to evaluate and to attract some of you talented voice actors out there. Thanks for your attention. Let's jump right to the shameless marketing, shall we? Overview Ice introduces a new and snow-swept setting to the Armaverses’s Singleplayer content. Through the course of over thirty missions – featuring story-driven, combined arms action – the player will alternate between three characters, each representing one of the campaign’s major factions; EUROFORCE, CSAT, and Black Star Movement. From this shared perspective, the devastating conflict in the Barents Sea region will be experienced, through the unique lens of its combatants. From infantry encounters, stealth missions, and armoured engagements to strategic planning, base expansion, and casino capitalism, the gameplay boasts an imaginative, diverse and dynamic style where your decisions really matter. Moreover, veterans of Ice’s predecessor, M.E.R.C.S, will find friends and enemies, old and new, in the sprawling tundras and Alpine forests of Helvantis. A BETA release, aiming to attract the attention of talented community voice actors, is targeted for the first quarter of 2016. Story More than a year has passed since the events of M.E.R.C.S and European Armed Forces are back in control of the Mediterranean islands, Altis and Stratis. The British ultra-nationalistic paramilitary group, commonly referred to as the ‘British Knights’, is still at large and intelligence services around the world have lost track of the prototypic fusion power generator they acquired on Altis. As European Armed Forces seek to extend their influence over the Mediterranean and Middle East, an association agreement between the Russian Federation and Canton-Protocol Strategic Alliance Treaty is signed, leading to joint military exercises close to European territories. Already, the fragile peace between the Independent Republic of Helvantis and the Russian Federation is beginning to crumble and now threatens to fall apart completely after the discovery of a valuable chemical element in Helvantian soil, Astatine, in its stable isotope 222. Both Canton-Protocol forces and European reconnaissance teams are converging on the region, eager to confirm the findings and to establish a strategic foothold in Helvantis. But there are others too, who are willing to stake their claims in this geo-political gambit, operating in the upmost secrecy, between the faultlines of warring global powers... Features Story-driven singleplayer campaign, revolving around three playable characters. Strong focus on character development, with a rich and dynamic narrative. Introducing a new and wintry landscape to Arma 3 Fully voice-acted Strategic decisions that affect the path of your characters First and third-person cutscenes Infantry, light vehicle, and armoured gameplay Custom weather effects Custom conversation system Custom shop system, supporting a vast amount of third party content Three custom, re-textured factions Customised HUD enhancements (optional) More than thirty missions (including cutscenes) on four different islands (Altis, Stratis, Chernarus, and Helvantis) Multiple endings Media Gallery on Abload.de. Requirements All official Arma 3 DLCs available on release of this campaign and the Mods listed below. Required Mods This work builds on both community Addons and my work. It therefore requires the installation of the following Mods. EUROFORCE by IndeedPete CSAT Snow Tigers by IndeedPete Black Star Movement by IndeedPete (Already part of this release.) All in Arma Terrain Pack OR Cup Terrains (Base + Chernarus) Helvantis by Animander Supported but Optional Mods Community Base Addons (Must be used with EUROFORCE CBA Extended Eventhandler Support Addon, CSAT Snow Tiger CBA Extended Eventhandler Support Addon, and Black Star Movement CBA Extended Eventhandler Support Addon. All part of their original releases.) Toadie's Weapon Packs (Can be run together with Black Star Movement HLC Replacement Config Addon in order to exchange weapons for the INDEP faction throughout the campaign.) Weapon Packs, Item Packs, and Uniform Packs are supported by the shop system. No guarantees given for not explicitly listed content. Unlisted third party content might affect the balancing. Development Roadmap - Scopes & Features Beta - Voice Actor's Preview (INCOMING) Release Q1/2016 Campaign Completed Test Options Still Active Text-To-Speech Samples as Place-holders Gold Voice Acting Replacing TTS Place-holders Contact You can reach me on the BI-Forums. Or feel free to locate me on social media: Steam Twitter Share your thoughts!
  7. This mission is still in WIP state. [SP/CO-10] A Night to Remember Author: Lord Booka Notification 1. Due the entities density in this mission is quite high, player may experience framerate unstable in some various occasions. However, running this mission on Dedicated Server can solve this issue. 2. The mission is still work in progress, especially for the later part of the mission. It is still need more time to polish. Steam Workshop Introduction: You are an ex-military/veteran, who recently quit your career, and started to travel to Tanoa as your vacations. However, something went wrong and you have to escape from the island as soon as possible. The mission: Investigate the mystery of people disappearing and dead persons arise, also survive from all this mess. Playable: 1-10 players (recommended 3-6 is the best). Description: This is not a survival/RP type mission. Instead, it is a classic SP/COOP mission which heavily took an inspiration from Celery’s Chernarus Apocalypse series. Features: -(Almost) authentic environment in Adventure game style. -JIP support. -Limited equipment; players need to manage their roles wisely. -Player can only live once; the disconnected player will be count as the dead. -Dead player will be a spectator. -Player can climb over an obstacle. -Player can take down zombie by bare hands. -Using only 2 mods: WarfareThai EX and Ryan’s Zombies and Demons. -Heavily customized Ryan's Zombies behavior. -BIS revive. Useful Tips: -Mission Intro which can be skipped by holding SPACEBAR key. -Food can heal the HP, and Drinks can restore stamina. -Player can cook raw ingredient at a camp fire or a microwave. -Player can fill the water to canteen at any water source (mostly the a sink, water barrel, water cooler, etc.) -Dead players can be respawned once the teammates reached the Data Center. Requirement: -WarfareThai EX -Ryan’s Zombies and Demons Screenshots: Known Issues: -Sometimes, zombies will ignore their target and stand still with no reason. It is the affect of dynamic scripted AI interferes behavior AI. -Framerate drops in some occasions. -Missing or disappearing some parts of the conversation dialogues. Still have no idea what is the cause of the problem. -The dynamic compositions usually spawned float above the ground or outside the buildings. Credits: -Ryan’s Zombies and Demons -Engima's Civilians by Engima. -KP Fuel Consumption Script by Wyqer. -Infantry Occupy House by Zenophon. -Various Prop Objects by Shinawat Thurdnampetch. -Various Zombie Faces by Komsan Smile.
  8. Extra (Definition); A background actor or extra is a performer in a film, television show, stage, musical, opera or ballet production, who appears in a nonspeaking or nonsinging (silent) capacity, usually in the background (for example, in an audience or busy street scene). As an Extra, your job will be to carry out certain actions required by the director, so a specific scene can be shot. There will be room for improvisation/initiative PLEASE NOTE: - No Prior experience required Benefits: - Lots of Laughter, lots of fun - There is never a dull shooting scene - Naturally very social environment - Room for creativity - The chance to do something completely new and fresh - Theres no waiting, its all in the moment Looking for fun individuals, who are; - sociable - fun people, easy to work with - want to see themselves being extras in videos - be flexible for scene shots (which can be at anytime, but reasonable notice given in advance) - you do not need any previous experience being an extra, or acting whatsoever Future prospects; - There is the future prospect of earning money out of this being in more videos in future - possibility of learning a new career for yourself (which you can bring into real life) A shoot is not all day, its often short, but very fun, so if youre interested, please message me or add me. WIll tell you more about current project over message or teamspeak.
  9. When I had went to gamescom this year, I found that the Arma Community was as strong as ever. I talked to the developers, and talked about the many stories that were created from playing their game, especially from the modding scene. Antistasi was a mod that really took into account the strategic aspects of rebellion, giving me and my friends good stories to talk about. After we finished our interview I realized the story potential of Arma, as a gateway for education and plot. My experience with Laws of War had confirmed these thoughts. Now I wish to build a story, one of rebellion, international alliances, the balance of power, and the realities of postcolonial states. I am currently running a server for ARMA 3 and we are looking for people to help tell the story for it. It is a CSAT Roleplay server, one that tells the story of a rising empire and the winner and losers of this change in power. The following form will be used to find the best in the gaming community to help create a space for creativity and story. We hope that from all over Arma, we can build something special with game masters, writers, and student alike. The Form: https://docs.google.com/forms/d/e/1FAIpQLSfj-mfFrL_IfVqo96JOtMC__5qjxVI_FJzbGwAEeLoPCNyBHQ/viewform?usp=sf_link#responses Good Luck fellow Story Tellers Sean.
  10. Hello ARMA community, today I release my third mission. Have fun! Short overview: Title: HOMO HOMINI LUPUS Version: 1.5 Author: tourist Type: SP/COOP 1-12 Roleplaying Game Respawn: Base/Markers Game Version: created on 1.56 Stable and playtested with my buddies reforger and cosmic on 1.56 Stable; updated & tested on 1.76 stable Language: English Sceenshots from the ACE Masochist Edition: http://steamcommunity.com/sharedfiles/filedetails/?id=671943490 http://steamcommunity.com/sharedfiles/filedetails/?id=671943797 http://steamcommunity.com/sharedfiles/filedetails/?id=671945102 YouTube Channel featuring clips and Episodes of this mission and my other RAVAGE mission: https://www.youtube.com/channel/UCsOXKlspvVe5HGSNlSbveFg Features: Survival Roleplaying Mission featuring the awesome RAVAGE Mod in an "Escape the Island" Scenario inspired by cosmic's mission Play in the snow-covered wasteland of Chernarus Winter - Snowstorms included! Further enhanced by usage of Bad Benson's immersive script suite tailored for RAVAGE: Temperature system makes campfires an absolute necessity Random Helicopter/airplane crashsites, vehicle spawns and airdrops make every playthrough different even in SP Detailed briefing expanding throughout the mission progress Custom music a-plenty! Make your way through an all-out hostile winter nightmare to escape from this „White Hell“ Possibility to choose from various respawn locations in MP Play as a small group through an adventure challenging you to show if you're ready to stand by your friend's side or rather choose to abandon one or even all of them in the face of mortal danger... Two different win endings depending on your success and playstyle as a loner or as a team and also depending on your decision to do or leave aside the optional objectives Four standard versions to choose from: NoACE with and without zombies, ACE with and without zombies And additionally the ultimate challenge: ACE with zombies and the ACE AI unconsciousness active – NOT for the Faint of Heart! Downed zombies will come back to life if you get too close to them and will only die for good after several minutes – this will make you jump out of your seat even more then playing normal RAVAGE already does! First I'll credit the creators of the used tutorials and templates because without their work I couldn't even have started A3 mission making, modded game or vanilla, and of course special thanks goes to all RAVAGE specific tutorials! Haleks for his kind help in the RAVAGE release thread and the MP testing PM thread cosmic10R for his RAVAGE templates MacScottie/Jester814 for providing his very motivating and beginner friendly YouTube Tutorials Psychobastard for his PDF A3 Editing Guide in German and for his AWESOME Revive Script AIS/A3 Wounding System rsoftokz for his ROADS mission sproyd for his A3 Editing Guide in English Next to be credited are the friendly forum members or YouTubers (listed alphabetical, not by amount of help) that helped me either with code, with direct communication to solve various specific problems during the creation of this mission or by testing the mission together with me bad benson for his script suite, for his general tips on mission balance and our broad exchange on the different approaches to achieve a high realism level in the ARMAVERSE and of course for playtesting cosmic10R for his RAVAGE templates, for his great Escape! Mission that inspired me to try my own approach to this kind of RAVAGE mission, for the great exchange of mission ideas and for playtesting Evil Organ for lots of mission ideas we exchanged during RAVAGE testing Goon for his snowstorm script used in the versions up to 1.3 Monkey/MKY for his sowstorm script used in version 1.4 haleks for creating his awesome RAVAGE Mod and for letting me take part in the MP testing, also of course special thanks for all his coding tips reforger for playtesting extensively with me and giving good advice on mission balance rpgteamx for his YouTube tutorial on markers and how to change their appearance with triggers Here comes the required addon list: CBA A3: http://www.armaholic.com/page.php?id=18767 Chernarus Winter: http://www.armaholic.com/page.php?id=29752&highlight=WINTER CUP Terrains Complete: http://www.armaholic.com/page.php?id=30045 CUP Units: http://www.armaholic.com/page.php?id=29301 CUP Vehicles: http://www.armaholic.com/page.php?id=29716 CUP Weapons: http://www.armaholic.com/page.php?id=27489 RAVAGE: http://www.armaholic.com/page.php?id=29638&highlight=RAVAGE RHS US and Russian Packs: http://www.armaholic.com/page.php?id=27149 and http://www.armaholic.com/page.php?id=27150 RHS GREF: http://www.armaholic.com/page.php?id=30998&highlight=GREF TRYK Uniforms: http://www.armaholic.com/page.php?id=26661&highlight=TRYK TAC VESTS: http://www.armaholic.com/page.php?id=29622&highlight=TAC%2BVESTS ALiVE: http://alivemod.com/#Download Additional requirements for the ACE versions: ACE3: http://www.armaholic.com/page.php?id=28557 (already includes compatibility for RHS) CUP Compatibility for ACE: http://www.armaholic.com/page.php?id=29782 and https://drive.google.com/file/d/0By04o_GxOry3dXluZVlMeWNabEk/view?pref=2&pli=1 Optional Addons: ASR AI: http://www.armaholic.com/page.php?id=24080&highlight=ASR Why ASR AI or VCOM AI? These two (use only one of them at a time ofc!) are my personal preference and IMHO the best plug-and-play solutions for SP and MP alike! They make bandits real crappy shooters and Army STALKERS dangerously effective! MOCAP: http://www.armaholic.com/page.php?id=27262&highlight=MOCAP For when you have ran out of ammo amidst a zombie horde or want to finish off an unconscious opponent with the rifle butt... ENHANCED MOVEMENT: http://www.armaholic.com/page.php?id=27224&highlight=ENHANCED%2BMOVEMENT Get! That! Mod! Now! You WILL find it incredibly immersive and helpful to survive the zombie versions of the mission! ALL THE SUPPORTED EQUIPMENT AND WEAPON MODS: See the frontpage in the RAVAGE Release thread to find out which mods are supported by default! UPDATE 1: Added Farooq Revive to NOACE Zombies Version UPDATE 2: Removed the dependencies on ASR AI and WarfareThai - this time for good! UPDATE 3: Adjusted the mission to the possibilities of RAVAGE version 1.39.1 hotfixed: Spawn distance for Zombies and Ambient AI is between 100 and 1000 meters, meaning you CAN get surprised and ambushed, but you also can snipe all enemies from a distance Added support in the Equipment Pool for Iron Front LITE (all content) and Frith's Ruins (equipment only atm) UPDATE 4: Fixed the issue with the extreme brightness/lighting problem (blindingly bright snow) introduced into the mission after the graphics engine updates of ARMA 1.62 and newer by utilizing another snow script. Mildly updated the mission to make use of the improvements that came with RAVAGE 1.4.1, namely loot and equipment module variety: now props will spawn and lootable trash piles and furniture are there for you to scavenge! UPDATE 5: (Mostly)Fixed the ending triggers not registering properly if just one Lone Survivor or a whole group has made it out of Winter Chernarus. All works perfectly well in SP, but can still fail sometimes in MP. Have not yet found out why... Switched to AIS/A3Wounding System for the Revive – this is the HOT stuff cuz it works in SP also! See ingame Briefing hints for instructions on using that awesome piece of code and for the settings active in this mission! Basically it's like this: one of the playable slots is a Doctor. Only he can do a full Revive in MP if all slots are occupied by human players. If you have any AI or play SP, your teammates will all be able to heal each other and you. In „mixed MP“ with some humans and some AI, the AI will also help the humans, even if those AI buddies are NOT the „Storyline Doctor“. Added TAC VESTS dependency because it's used to fix the Armor values of the TRYK vests Added ALiVE saving (local save, NO WarRoom Account necessary!) and player modules to the mission – this means you can use BIS save or ALiVE save in SP and only ALiVE save in MP. I have chosen to do so because the ALiVE save gives full object and inventory persistence for any and all boxes or vehicles or even loot objects left on the ground which players access during a SP or MP session. The usage in this mission is just for the persistence; so you don't need a Master Degree in ALiVE Gameplay. In fact, you won't even need a B.A. In SP, just press the ESC button and then you can choose between the usual „Save&Exit“ button or the „ALiVE SP Save“ button. Loading happens automatically when you start the mission. Even if you don't see the usual „continue“ button in A3 Scenario list, don't worry. ALiVE essentially emulates it's MP save resuming system when you use it in SP. So once you are ingame again, it will load the previous session's state automatically. You can also use ALiVE for managing your survivor team or for some debug/cheat options. If you want this, just press the „application“ button or whatever you have chosen to associate with ALiVE Menu. If you die in SP while using ALiVE save, you won't get a „reload“ button. Instead, quit to main menu and „restart“ the mission. You will load your last manual ALiVE Menu „Player Save“ or your last „ALiVE SP Save“ made on exiting the mission last time. In MP, you should try to get access to the GUI that lets you make an individual player save with ALiVE. You'll need that save if you want to leave the server before the other players or before the player who is Admin shuts it down. Speaking of which: easy as well! As Admin, press ESC, then choose „Server Save & Exit“. That's it! Once you do that, you save any players still on the server. Also in MP, the resuming of the mission is automatically. Oh, and you can move stuff around in the gameworld if it's not too heavy to lift. Crates, barbed wire, dropped weapons... Also you can load boxes (and their inventory) into your vehicles and later unload these again with mousewheel actions if the boxes are in a distance of 2 meters or less from the vehicles. And finally the mission itself: Now go get it at Steam Workshop or via this BIS Forums release thread! Basic version with Zombies: https://www.dropbox.com/s/0gr180vfulc1ze8/HHL_ZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0 Basic version without Zombies: https://www.dropbox.com/s/rpieqikllf24kpd/HHL_NOZEDS_AIS_TESTS.Chernarus_winter.pbo.7z?dl=0 ACE version with Zombies: Update TBD/On Hold ACE version without Zombies: Update TBD/On Hold ACE "Masochist Edition" with Zombies that come Back 2 Life before they FINALLY DIE ALREADY, DAMMIT!: Update TBD/On Hold
  11. Okay so, weeks ago I played the Laws of War story campaign. There was a segment where... So yeah, I really don't get this bit. Was this talk of...
  12. Dying Ember Author: Undeceived Version: 1.8 (updated June 24th, 2017) Note: Please note that the following second and third chapters of the campaign won't be released anymore. Of course the first chapter with its 10 missions will stay here. If you want to play it, give it a go - if you like story based and cinematic campaigns, you could have some nice hours with it - after all it has 10 missions. I'd be happy to get feedback and I'm still up to fix (critical) bugs. But be aware that there won't be a continuation of the story/campaign, which means that many open questions won't be answered and the end might feel like a teaser that never ever will be satisfied. 😄 For those few who liked the first chapter and were waiting for the story to continue - I'm sorry, guys... 😞 The thing is that I simply can't bring up enough motivation to get on with it, even though some missions of the next chapter are already in a somewhat playable status and even though the whole plot itself is more or less set up - including some nice twist and stuff. Thanks to all who played and provided feedback. I'd appreciate it if you'd try out my other missions/campaigns. F E A T U R E S : Prequel to the official Arma 3 campaign "The East Wind" by Bohemia Interactive Story-driven SP resistance campaign Full voice acting (German) English or German subtitles (change Arma to the corresponding language in Steam) Many cutscenes, intros, outros and dialogues to absorb you into the story Multiple plots, interwoven in one overall storyline A mix of linear, straight-forward missions and wide and complex ones with many tasks Weapon pool (weapons and gear are forwarded and available in the next missions) Custom music (self-composed titles) + music from Arma 2 and Arma 3 D E S C R I P T I O N : "Dying Ember" is (or rather was) was a SP campaign-project for Arma 3. As a prequel to Bohemia Interactive's "The East Wind", its plot is embedded into the Arma 3-universe and its timeline. The project was supposed to consist of three chapters, of which the first one (this one here) was a finalist in the "Make Arma Not War" contest. This first chapter contains 10 missions. It portraits: The Kavala coup d'etat in 2026 The following establishment of a military dictatorship by the Altis Armed Forces (AAF) The beginnings of a resistance movement Pavlos, the main character, and his best friends experience the 2026 Kavala coup d'etat and fight the following totalitarian military regime, in order to get back their and Altis' freedom. They experience the fall of the democratic government and start resisting oppression and non-existent freedom of opinion, even though at first they have only themselves and almost no equipment. The second and third chapters (which were cancelled) would have been set in the Altian civil war and the time of the Jerusalem Cease Fire of 2030. C H A N G E L O G : D O W N L O A D S : Dying Ember v. 1.8 Dying Ember v. 1.8 Please note: If you like my missions and campaigns, please give feedback in form of comments and rate them! The biggest motivation comes from reading how you liked them and what I can improve.
  13. I've recently been working on a mission that will involve a little player on player deception, but I'm struggle with a way to balance it that will be fun for everyone in the mission. First a little setting of the scene so everyone gets an Idea what I'm going for. The island of Stratis is a militarized location for the AFF and also a site of a Biochemical testing facility. An EMP on the island takes out communication with the mainland. Assuming the worst a HAZMAT special operations team is sent in along with a NATO overseer to find out what happened. Unknown to the players at the start of the mission the research division was secretly looking into interdementional rifts and caused a demonic incursion on the island that wiped out most of the inhabitants. (Demons wont appear until later in the mission and be specific encounters, the mission is designed to be more suspenseful than just waves of zombies. I highly recommend leutin09's 'helvan indecent' videos to see the kind of atmosphere i'm going for). A large storm/unknown disturbances are making communication difficult at long ranges with basic radios, meaning the team will have to meet their insertion chopper at a defined location and wont be able to radio the rest of the squadron circling the island. This is the basic setup/story for the mission. The twist however is that the NATO 'overseer' is an agent for the faction preforming the dementional tests. That player will have separate briefing tabs only they can see describing their mission. Their task is also to find out what happened, but to retrieve the results of the testing and leave the team they deployed with stranded on the island. My issue is finding a fun way to balance the experience for both parties. Being the overseer and just trapping the hazmat troops in a room and blowing them up with a charge or shooting everyone in the back would be pretty dam easy, that would be boring and cheap and not lead to the experience I want to deliver. While the overseer is a high rank he is not in charge of the mission, that duty falling to the primary player leading hazmat team 1 (there are 2 teams of 3 + the overseer, obviously a better experience with more people). So while they will be working together, the overseer cant simply order the team to 'wait here' or 'stay put while i steal your vehicles'. But likewise the hazmat leader cannot order the overseer around with authority (mission meant to be role played at least somewhat, going to recommend task force radio in description for best experience). At some point the deception will be revealed and at first i think people will be like 'dude wtf are you doing' they'll catch onto the story component and go with it. I was thinking was that the overseer has a kill-switch to disable one of the jeeps the force starts with and escape in the other to another area where they have more to investigate, leaving the hazmat team with no fast transportation. The difficulty is making so that the hazmat men and overseer have encounters which will be hard to balance and time. I think his jeep should get wrecked/break at some point when he's equally close to a common objective with the hazmat team, forcing an encounter. I was thinking that during the players first encounter with demons over the radio the players hear the extraction heli team getting attacked by 'something' and then cutting to static. After (or during) the demon attack the overseer could abandon them for a secondary objective of his. During this his truck could be ruined, forcing him to move at a similar pace as the hazmat team, both gunning to the extraction site. Upon arrival they would discover the bodies of the team and find the chopper crashed and ruined nearby. Unable to contact the rest of the platoon circling the island, they would try try to reach the radio station to transmit a stronger signal. It either wouldn't work or they would contact the heli squadron (barely) and decide on an extraction point. The overseer, being nearby watching the team from a distance, would reveal himself and tell the team that he discovered the device is going to go off again and release another EMP, which would bring down the extraction choppers and their only way off the island. Despite the obvious mistrust, the overseer would be the only one able to disable the device but isnt able to reach it on his own (maybe its to heavily guarded by demons or something), and also needs to get on the extraction choppers, which are part of the hazmat team, who he has already betrayed at this point. From here there is a tense 'alliance' with the hazmat team keeping a close eye on the overseer. He would have to both work with the team and find a way to leave them at the last possible moment. I think an EMP should bring down the backup helos but one is still usable. The hazmat team should have reason to keep the overseer around (bring back for debrief and questioning) but he is all the while plotting his escape and a way to leave them stranded on the island. I think if executed right this would be a very fun and unique mission to play but I need suggestions to refine my rough idea of what I want to make it flow. I know certain 'scenes' I want to take place but linking them together in a way that makes sense and flows will be tough. -Initial deployment and looking for clues -Overseer's initial betrayal and leaving the hazmat team -overseer/hazmat teams separated with separate tasks (overseer would probably loose vehicle during this) -both sides converging on extraction site, find helo ruined -using radio tower to contact rest of helicopter squadron -overseer comes back in contact with hazmat team, both sides enemies but need to work together -overseer and hazmat team working together (tense alliance out of necessity) -heli backup goes down, one salvageable -attempt to repair?/find?/defend? final helo to escape island with overseer making final play to abandon hazmat troops/hazmat troops attempt to stop If your still with me thanks for reading this far! Open to any ideas of how to make this work/changes to make it better. Let me know any cool ideas you have for this!
  14. Something More - an Arma 3 Campaign. [Project DEAD - sorry, explanation below.] Something More* is an in-development Arma 3 campaign based upon the official story-line and set after the events of the Apex Protocol. It is a Single-Player campaign that takes advantage of the latest expansion, Apex, in an effort to combine the realistic, sandbox experience of the ARMA series and an engaging story. Features Prologue of Story based missions Playable cut-scenes Multiple playable characters Piloting aircraft and drones Civilian interaction Decisions matter Playable testing phase Diving/underwater gameplay Downloads Download in a Campaign format here (preferred)... http://steamcommunity.com/sharedfiles/filedetails/?id=750543820 (steam Workshop) Download individual missions via the Steam Workshop here. Created by Tom Mack. - I plan on posting about the development process on my "Tom Has Thoughts" site, if you wish to see how all this was made, then give it a visit. Thanks to Kydoimos, Lexx, IndeedPete and Wiki and everyone who submitted their thoughts to the "What Makes a Good Arma Campaign" Thread. And thanks of course to Bohemia Interactive.
  15. The Mastermind Season 1 Episode 2/7 Link: http://www.mediafire.com/file/tp7p542a824kfib/! The+Mastermind+2.Eden.pbo You're the leader of a squad (callsign Alpha 1) and you are in one of the best and the most talented squad in US army and and you have been given a mission to defend a convoy then repair tanks in friendly base and attack the enemy city Revive: Yes Playable units: 12 Version: 1.2 Difficulty: Easy (AI = Min), Balanced, Hardcore (AI = Max) - You can change it before you play in pool in MP! If you have played mastermind 1 how was my traps? ;) Cheers -Godfree Ps.: They both weight 66Kb ... hmm what an oddly specific detail huh
  16. Removed due to modification issues.
  17. Black Lands >> Read a review at The Abandoned Workshops (April 27th, 2014) Version: 1.2 (beta) Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) Features: Story-driven resistance campaign (19 missions + cutscenes) with an enthralling plot about a group of men struggling against their enemies Custom music (including some self-composed titles) Many cutscenes, intros and outros A mix of linear, straight-forward missions and wide and complex ones with many tasks Weapon pool (weapons and gear are forwarded and available in the next missions) Squad management system (get to know the background story of your men and chose your group for the next mission) Description: After the Russian army takes control over Chernarus, Tomas Cerny and his best friend Dimitri, among other war-survivors, form up a resistance movement. At first, the group is able to cause harm to the Russian intruders, but little by little, Tomas sees the strength of the movement crumbling and deteriorating. As eventually Dimitri is killed in an Russian ambush and Tomas, all at once, loses everything he loves and cares for, the resistance fighter finds himself all alone, devitalized and a broken man. In his darkest hour, Tomas is suddenly contacted by an agent of the U.S. intelligence, who is able to light up a small flame in the young Chernarussian again. Tomas learns that there are still people who want to rise up against the Russians. He is able to find new courage, meets new friends and goes on the most difficult journey of his life. He passes through adventures and defeats, experiences friendship as well as betrayal and faces survival and death. Beta status (read!😞 Please help me with the English translation! 🙂 (I'm not a native speaker and many expressions might sound a bit strange. Please give me suggestions and corrections!) Bug reports are much appreciated Download: All required addons + installation instruction are contained in the download. Black Lands 1.2 (beta)
  18. Get it here: Steam Workshop Armaholic: The A-Files: Episode 1: "The Cult" Co-02 (@) v03-31-2016 Requirements: CBA; CUP Weapons/Vehicles/Units; Zombies and Demons This is my first mission! I wanted to make a series of spooky/atmospheric missions focused on narrative. I want to explore different ways of storytelling and mission design in ARMA. I hope you enjoy it and please give me any feedback! :D STORY: You are Mox Fulder, Altis FBI Agent, and it is your first day on the job and it is far from normal. Tackle your first assignment alone or with your partner Scana Dully. NOTES: Make sure to take some chemlights. Make sure your music volume is up/on. The traffic script does cause some initial loading lag. Take time to investigate objects [RED ACTIONS] Mox is a Medic Scana is an Engineer [good if you're terrible at driving] THANKS: Testers: Mindfields, Cats Scripts: Engima of Östgöta Ops for the Traffic Script Music: "The X-Files" Mark Snow (The X-Files) Note: Original mp3 exported to ogg for use in-game and shortened. "Ossuary 6 - Air" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Note: Original mp3 exported to ogg for use in-game. "Dark Walk" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/<br/> Note: Original mp3 exported to ogg for use in-game. "Vemod" Svartsinn Note: Original mp3 exported to ogg for use in-game and shortened "The House of Leaves" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Note: Original mp3 exported to ogg for use in-game and shortened "Unrelenting" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/<br/> Note: Original mp3 exported to ogg for use in-game. "Distant Tension" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ Note: Original mp3 exported to ogg for use in-game.> "Main Title" Fabio Frizzi (Zombi 2 Soundtrack) Note: Original mp3 exported to ogg for use in-game. "The Dogs Attack" Jerry Goldsmith (The Omen Soundtrack) Note: Original mp3 exported to ogg for use in-game and shortened.
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