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Found 29 results

  1. So I have the model of a Chinese 107mm rocket, and I want to port it to Arma 3. I have two options: either the Grad rocket from A2 as a template or the other missiles (The AT-1, for example) as a template. The main differences have to do with the levels of detail and shadows. I noticed that in Arma 3, the 207mm rocket uses two models, a fly, and a rocket version. I'm guessing that it has to do with the flames at the end of the rocket and that, at a certain distance, the rocket switches to the flameless model and essentially becomes a shell. Would that be true? Do I have to use the flames used in Arma 2, or is there a way to know which one they used for the Arma 3 rockets? On another note, I also have the model of the launcher (It would be a static weapon in the game). Is there anything I can use as a source? The mortars from Arma 2 are there, but their model.cfgs are pretty lacking. https://i.imgur.com/pAi2Fs1.png
  2. NightOps - Arma Platform Modding Project www.NightOps.de One month after the early access release of Arma Reforger, we are happy to announce the NightOps modding project officially. We provide frameworks and custom gamemodes in Arma Reforger for everyone to use. This makes creating a coop or solo scenario very easy for mission makers. No workbench experience yet? Don’t worry, our first tutorials and documentation will lead you through it! And the best thing, it’s already published! The team made several released the last weeks but we feel now ready, to announce this project to the public. You can either use just one framework as a dependency or the whole package with a lot of useful features for creating custom missions. A showcase what features and mechanics are included can be already played in the NightOps - Everon 1985 mini-campaign and we will release custom PvE and PvPvE gamemodes in the near future. What is already done and can be used right now by everyone: Custom Modes Framework (provides ready-to-use Coop gamemode prefabs and some mighty custom trigger for mission design) Dynamic Task Framework (provides a dedicated server working task manager with a lot of custom task trigger) Dynamic Spawn Framework (provides a system to dynamically spawn and de-spawn groups, vehicles and objects and can even use a dynamic faction system to change the spawning units depending on mission header configuration) Everything is covered in a great basic tutorial written by Herbiie and documented well on our website. And more deep dive guides will follow soon about every framework. Next to that, Zeal published a small tutorial about Additional Script utilizing the frameworks in a more specific way about topics, people were asking lately alot. It’s part of our philosophy to make the project open-source sharing everything we learned for the community. So you can either just download the dependencies in the Ingame workshop or review the sourcecode repositories on GitHub. And finally, I want to share a overview about our roadmap for the near future: While we are working already on bigger gamemodes in the background, we are happy to tease the NightOps DYNAMIC COMBAT PATROL mode which will be released soon. We will offer a immersive and persistent combat patrol experience for Arma Reforgers Everon map. And mission makers can use the gamemode out of the box to add it to other custom terrains easily. Ofcourse, that will be covered by another tutorial when it's done. So don’t miss an update and follow us on Twitter. We are looking for your feedback and issue reports. And if you need support, you can always tag us in the official Arma discord server, on the Enfusion Discord or in our own NightOps discord. So enjoy the mods, feel free to critize what's buggy right now (and we expect that you find the bug's we aren't aware of) and stay safe!
  3. Is it possible that a dead player can spectate his body in 3rdperson and after one minute or the respawn delay time the respawn template "Menu Position" is activated? At the moment the menu position template is activated at the moment the player dies.
  4. -= DesolationRedux Server Template =- I've been working on this project on and off, never really thought about releasing them as we should have used in our own server, but sadly our community has shut down. Enjoy it! -= Credits =- I have used my own time on this little project, I've seen others work and got inspired (A2 DayZ & DayZ Standalone). Arma 2 DayZ Mod Military Camp Creators DayZ Standalone Military Camp Creators -= Please leave it be! =- Much appreciated if you could leave the current pictures alone to credit me You can of cause add your own if you like to! -= Contains / Locations =- A bridge to the Nuclear Plant Island from Kamenka. Balota Arma 2 DayZ Military Camp. Custom made abandon Camps. Road Rock Tunnels. NW Airfield (DayZ Standalone) Reinforced Camps (DayZ Standalone) -= INFO =- This is just a template I've made, it only contains objects on the map. The spawn areas and spawn in objects are your work to do. -= Next Updates =- v0.4: West Kamenka Military Camp (DayZ Standalone) Staroye Military Camp (DayZ Standalone) - Maybe, if I can fit it. Berezino Military Camps (DayZ standalone) v0.5: Gorka Military Camp (DayZ standalone) Staroye Military Camp (DayZ standalone) -= Required Mods, Steam Links =- CUP Terrains - Core CUP Terrains - Maps DesolationREDUX Chernarus 2035 Template Downloads Steam Workshop
  5. Kabul International Airport Ùرودگاه بین المللی کابل by DonbassCZ Information: Hamid Karzai International Airport (Persian: میدان هوائی بین المللی حامدکرزی‎‎, Pashto: د حامدکرزی نړيوال هوائي ډګر‎, IATA: KBL, ICAO: OAKB), is located 5 kilometers (3.1 mi) from the city center of Kabul in Afghanistan. It serves as one of the nation's main international airports and as one of the largest military bases, capable of housing over one hundred aircraft. The airport was given the new name in 2014 in honor of former President Hamid Karzai. The decision was made by the National Assembly of Afghanistan and the Cabinet of President Ashraf Ghani. It was previously named Kabul International Airport. The airport has been expanded and modernized in the last decade. A new international terminal was added and the older terminal is now used for domestic flights. A number of military bases were also built around the airport, which are used by the United States Armed Forces and NATO's International Security Assistance Force (ISAF). The military of Afghanistan also has a base there, while the Afghan National Police provide security inside the passenger terminals. As of June 2016 the most frequently serviced destination from the airport was Dubai-International with no less than four passenger airlines flying the route, some with multiple daily flights. In terms of passenger numbers, Istanbul-Atatürk was the largest, followed closely by Dubai, given the high volume of travel with Turkish Airlines, and Ariana Afghan Airlines, which flies to both Istanbul and Ankara in Turkey. Description: Hello. As you probably know from KAF. This project will include three Afghan airfield (Bagram, Kabul, Kandahar). KAF is behind us and now we are embarking KIA. This base will be built in Reshmaan Province. It will be an airport in the middle of the map near the capital city Dilshad (Kabul). What more to say ... I will delete few objects and some places must be improved and i think it will be done. Iam really excitting how it will looks... and I can not wait :) . Also dont forget on this "I'll try to make this base with high FPS so then you could enjoy it"!! PS: I will add pics later. Requirements: CBA Reshmaan Province CJTF101 editor MAP Editorupgrade (EU) Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc Stars Editing Suite DOWNLOAD LINK: https://www.dropbox.com/s/pt1aibr46sjsp27/Kabul_International_Airport_by_DonbassCZ.reshmaan.7z?dl=0 Greets DonbassCZ
  6. OK so I got a little bug in my head today where I wanted to go and make some adjustments to a few things I had used long ago. So I went and downloaded all the Massi faction stuff for USSOCOM and I opened up the old template DEVGRU_Hangar_Template linked here and updated it. I removed all the modded stuff as it was one of my pet peeves that I had to download and use mods that I didn't want to use for just one mission. I used to do it because I never felt like updating this thing to just vanilla. So this updated template only has 2 dependencies and I think 99.9% of the Arma 3 community uses them in one way or another and if you don't they are supremely simple to remove on your own. Mods needed are: ACE and CBA I left all the VAS and ASORGS stuff in the mission as I found they were really simple. I took out all the references to Massi's weapons at the weapons table so if you are wanting to use this for your own stuff then go into the game logics and just type in between the quotation marks in the init field which weapons you want to use there. I also updated the weapons crates to use the larger NATO webbing ones so you can stuff those suckers to the gills if that's your thing. Thanks to @syncie who originally built the stuff out. With all that said here is the Updated Special Mission Unit Hangar
  7. Hi Guys, After looking at some of the brilliant inspiration on youtube and steam by Nikoleav and Xcino, (and an awesome rig by Luger from last year) I decided my original rig just didn't cut it. This one is complete from vanilla and apex assets, meaning it will work with almost any community. It is >4x larger than my previous rig and puts it on a similar scale to Xcino's V2. Features include: The structure can be accessed from any one of the 4 struts and gives unique bottlenecks at each one. Multiple office structures and pump areas plus service pipelines to new locations. HUGE level of verticality with multiple 'decks' and sight lines. A secret location for SF ops. A full size helipad and lighting for even the largest of transports. A sensible amount of lighting to assist immersive night ops, (turn dynamic lights up to ULTRA) AND FINALLY, I have added 4 changable respawn points that place players onto the four struts. Good for PVP or curated/role play elements. Obviously AI will struggle to navigate the thing, but the pathing isn't the worst. Use it / alter it as you see fit but let me know of you make any videos, please credit me if you want to re-release it in something else. Anyway have fun. and if you like this sort of thing, drop in the CPM at or our teamspeak at ts1.cornishpastymen.co.uk:9993 Download HERE
  8. I created simple mission which contains simple elevator module for mission makers. The plan was to use empty elevator shaft inside Altis hotel building and recreate fully working elevator cabin and doors. I set followings targets Elevator should operate as close as possible to standard real elevators. Internal and external doors. Supported in multiplayer. Make it possible to walk inside cabin during movement. All kind of equipment should be transportable with elevator on the floor. Originally I wanted to make two separated independent cabins. Nevertheless it would brought several problems like increased number of objects, less space inside cabin and door wings do not have enough space to hide completely when two wings are considered as can be seen in following image. That mean 4 wings for internal and 4 wings for external doors would be required for each cabin. For this reason I have chosen simplification to one large cabin occupying whole shaft. And one internal sliding door and one external sliding door at each floor. In the next step I built cabin and doors from standard ArmA 3 objects. Number of object was kept low as possible in order to reduce HW load. Next phase was scripting stage. Multiple problems emerged. Originally was cabin pars held together using command attachto. Each component was attached to one root component, the floor. This root component was then moved between floors with small steps using setpost command. As the root component moved relatively smoothly the rest of the components was jumping and its refresh rate was roughly 0.5 s. Reason for his problem is hidden inside function attachto which has lower refresh rate for certain object types. This problem was solved by custom made function that simply set position to all components relatively to the root floor component in each floor step of the movement. Another problem happens when player try to walk on the elevator floor during movement. It is impossible and player is breezed. Solution I was able to found is following command player setvelocity [0,0,-0.4]; This command push player to the floor so there is contact between foots and the floor. Every time cabin move it is necessary to perform this command to provide player ability to move. Another problem emerged when scripts was tested at server. Cabin position was controlled server side only as setpos function has global effect. Object position refresh rate between server and client is very low, roughly 5 seconds. This problem makes elevator cabin at standard speed jump by 2 metres steps which basically leave player behind in the empty shaft. Solution for this problem is to build cabin completely locally at each client using createVehicleLocal and synchronise cabin position with server. Server control cabin position and broadcast frequently one value to the clients. This value represent current cabin altitude in the shaft. This helped increase refresh rate significantly. Cabin position was however still twitchy as server broadcast rate for variables is not high. For this reason another additional value is broadcasted from server which represent current elevator velocity. Velocity value is used at clients to interpolate movement between two received cabin positions. Another problem is transport of equipment especially dropped items inside cabin just freeze at the place where are laid and completely ignore cabin movement. The reason is that dropped is object type GroundWeaponHolder, this object does not simulate object physics so it has to be replaced with object type WeaponHolderSimulated. Thus server side script search constantly for GroundWeaponHolder objects inside the elevator cabin using command allMissionObjects "GroundWeaponHolder"; and replace them. Even thou WeaponHolderSimulated performs object physics simulation, it ceases to be simulated when engine detect that object is in stable position in order to reduce HW load. This make WeaponHolderSimulated objects to ignore elevator floor when cabin move. Solution is to frequently check whether WeaponHolderSimulated objects has zero velocity. If cabin is on the move and WeaponHolderSimulated object inside cabin has velocity it is nudged using command setvelocity [0,0, ElvtrCurrentSpeed]; This way is object speed synchronised with cabin speed. Another problem are small vehicles like robots. Their physics simulation also ceases when game engine detect stable position. This problem is solved similarly as pervious problem with dropped equipment using command setvelocity. Only problem is that it has to be performed at computer where robot is local (usually person who control the robot). For this reason server uses CBA_fnc_globalExecute function to make sure the command is performed at each computer. Elevator internal and external doors are synchronised same way as whole elevator vertical position using broadcasted variable. For user interaction ace interaction menu was used as more visually appealing counterpart to standard ArmA 3. Server side manager receive user inputs and control movement of the elevator to simulate real elevator behaviour. This experimental module proven that it is possible to simulate heavy machinery and its interaction with players and vehicles even in multiplayer. Workshop DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=2080529811 Direct DOWNLOAD: http://server.btkclan.cz/Hotel_Eleveator.Altis.zip Required mods CBA https://steamcommunity.com/workshop/filedetails/?id=450814997 Recommended mods ACE https://steamcommunity.com/workshop/filedetails/?id=463939057
  9. Placed down a few template buildings/locations for others to make missions or get some mission ideas, I don't mind what you do with the map. Uses all vanilla objects - No-addons required. Each location is quite basic - I decorate each location with units and more items from ZEC/ZEI so they will be very adaptable if you wish to switch factions etc. You can download the grouped map and hide/unhide each location in 3den, or I have exported each location to their own mission files in the 'separate' folder. Download: https://github.com/LISTINGS09/WorldTemplates Objects Map Some example areas If you have any areas you have made that you think would make a good addition to the map, I would love to include them in ZEC so others can use them. New and creative objectives or any other ideas are always appreciated.
  10. The Air Station Paul 25 is one of twice Air Stations on the area of the Republic Altis and Stratis. Air Station Paul 25 and the Air Station Mike 26 were still build by the british colonial power, following the downsizing and relocation of Task Force Aegis troops based on Altis, Air Station Paul 25 was transferred to the AAF, although it had no trained personnel to use "Paul 25" at that time. During the civil war and the ensuing war with NATO, Air Station Paul 25 stayed in service almost until the end of the war with NATO forces. Recently, Air Station suffered a targeted detonation due to unknown extraneous forces. Today, the Air Station Paul 25 is again used by Task Force Aegis in cooperation with the civilian and military authorities of the Republic Altis and Stratis. https://steamcommunity.com/sharedfiles/filedetails/?id=1544860912
  11. I've just started getting into Zeus and Eden Editor to make missions and stuff. I can't find out anywhere how to make templates and then put them on the server to play them, or at least make templates on the server so I can save it for later or reuse it. Please reply with an answer as to how I can save/load templates on to servers to set up Zeus missions easier. As well as how to make a template in singleplayer, then load it on the server. Thanks.
  12. Hey all. I'm trying to put together a quick mod to replace civilian outfits with those from Tryk's pack, mostly so that I can use a single set of units on multiple islands without having 'guy in shorts in the snow.' Plus they look better and are WAY less loud and obnoxious. May also swap out Syndikat's clothes, too, for similar reasons. Does anyone have a template that I can use to do this? Something that starts with the classname and allows me to overwrite the default loadout? I don't know enough about the coding language to be able to put one together myself. I've tried using the HQ Replacement packs as a base but I'm not finding any editable files that I can start modifying, and I don't understand the syntax enough to make it work. I was really hoping for a "paste classname and Tryk Uniform Code here" type of thing, if anyone can think of how to do that? Thanks in advance if you can help!
  13. A template of the 345th VDV's 3rd Campaign Based in a fictional escalation of the 1st Chechen War. Lots of Bases were made along with Improvements to many of the towns and villages as I made the campaign. I've included the Briefings to the Missions from that campaign if anyone is interested, as the actual missions them selves are dependent on a custom faction I made based on the Caucasus Insurgency Mod, which I've since lost, and so are mostly unplayable. Its not intended to be played as a whole but just take the parts you need for your mission and delete the rest , otherwise the FPS will be really bad. If you do use it in somthing, just put me in the credits Screen Shots Download http://steamcommunity.com/sharedfiles/filedetails/?id=1278897019
  14. ZEC A collection of over 100 compositions for use in Eden/Zeus of varying sizes/complexity. This addon uses vanilla objects and has NO dependancies - Removing the addon will not affect any strucutres already placed in the mission with the addon. Players will NOT require this addon to see the buildings etc... Inspired by austin_medic's pack (https://forums.bistudio.com/topic/170000-wip-custom-zeus-compositions/) which has been incredibly useful. If anyone has made some compositions/bases they think would fit in this pack I'm happy to include them and give you credit. Enjoy. SAMPLE IMAGES: http://imgur.com/a/BJPWk DOWNLOAD (v1.0.9): Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021 Do you use CUP Terrains? Take a look at ZECCUP! SOURCE: https://github.com/LISTINGS09/ZEC NOTES: Some compositions are very large with upwards of 300 objects, be aware of possible desync when spawning them in a Zeus Mission.
  15. Story [Tanoan] Since the Tanoa is rich in natural resources, an official government in the year 2028 gives a decree to research territorial waters around the archipelago. Shortly after that, a head of research group "Enclave" found an oil field near the Tanoan International Airport. Building of first offshore oil platform on Tanoa was started. A platform was named "E-77". It was built really fast in the year 2029, because of enthusiasm of Tanoan workers. Since then, Tanoan economy grew up fast. But it couldn't last forever. In 2035, Tanoa was struck with critical flooding. The story of oil rig E-77 has ended. Structure E-77 is a tension-leg platform. It's a vertically moored floating structure. Main platform has 2 sections. The top section is used mainly for living purposes of staff of the platform. There is also a warehouse and big radio tower. Main platform is connected to a secondary platform, which has 3 sections. The top one is used as helicopter LZ. You can get on a platform through it. Also, there is an pier on a main platform to get on it by ship. You can move through platforms and sections by using bridges and stairs. Usage To use it in your mission just subscribe to it and then launch it from Multiplayer (Multiplayer > Server Browser > Host Server > Host Server > Altis > Oil Rig E-77 [VANILLA]). You will download it. After it, you will be able to unpack the pbo of the mission (mission.pbo) in your profile folder. It is located in here: C:\YourUsername\YourUsername\Documents\Arma 3 - Other Profiles\YourUsername\Saved\steamMPMission\Oil%20Rig%20E-77%20[VANILLA].Altis Use PBO manager (http://www.armaholic.com/page.php?id=16369) or something else to unPBO mission file. After it, you can take mission.sqm file from there. Place it in a mission folder as your own mission in folders like "mpmissions" and "missions". They're located in your profile folder (C:\YourUsername\YourUsername\Documents\Arma 3 - Other Profiles\YourUsername). From now on, add this one to your mission. It will be good, if you will mention author's name in your scenario. Dependency No dependencies ;) Screenshots Download Steam Workshop Armaholic
  16. Hey guys, I want to share my latest work with you. I invested a lot of time into it and now I think you deserve to make use of it too. The purpose of this template is to make custom ( or conventional ) unit structure appear professionally and easily to understand. Originally for tables of organization and equipment ( TOE ). The reference for this is US Army field manual ADRP 1-02 ( 2016 edition ). If you intend to make use of this and add more symbols, please use the layer structure and send me the new version so I can upload it ( or do it yourself, here ). Programme to be used with: Gimp, version 2.8.22 How could this look like? Download link: https://www.dropbox.com/home/gimp and similar files?preview=Unit+figure+1.9.xcf is this file virus checked ? let me know if you prefer it to be uploaded somewhere else. P.S.: If anyone can give me professional feedback on the example structure, regarding any wrong usage, context or mistakes, it will be much appreciated.
  17. Bagram Airfield میدان هوایی بگرام by DonbassCZ Information: Bagram Airfield, also known as Bagram Air Base, (IATA: OAI, ICAO: OAIX) is the largest U.S. military base in Afghanistan. It is located next to the ancient city of Bagram, 11 kilometres (6.8 mi) southeast of Charikar in the Parwan Province of Afghanistan. The airfield features a dual runway capable of handling any size military aircraft, including Lockheed Martin C-5 Galaxy and Antonov An-225. The base is mainly occupied by Government contractors, the International Security Assistance Force (ISAF) and minimally by the United States Armed Forces. Bagram Airfield is currently maintained by the Combined Joint Task Force 10th Mountain Division (CJTF-10), having taken over from the 101st Airborne Division in the winter of 2013. It is also maintained by 82nd Combat Aviation Brigade (Task Force Pale Horse) and 3-10 GSAB (Task Force Phoenix) of the U.S. Army, with the 455th Air Expeditionary Wing of the U.S. Air Force and other U.S. Army, U.S. Navy, U.S. Marine Corps, U.S. Coast Guard, and ISAF units having sizable tenant populations. In addition, the U.S. government regional platform for the east is at the base, staffed by civilians. The ICAO ID is OAIX and it is specifically at 34.944N, 69.259E at 1,492 metres (4,895 ft) above sea level. One of Bagram's runways is 3,003 metres (9,852 ft) long and the other is 3,500 metres (11,500 ft) long, which was built and completed by the United States in late 2006. There are a number of large hangars, a control tower, numerous support buildings, and various housing areas. There are also more than 32 acres (130,000 m²) of ramp space and five aircraft dispersal areas, with over 110 revetments. Many support buildings and base housing built by the Soviet Armed Forces during their occupation were destroyed by years of fighting between various warring Afghan factions after the Soviets left. New barracks and office buildings are being constructed at the present time, and the base is slowly expanding. The Kabul International Airport is about 25 miles (40 km) south of Bagram, connected by two separate roads. Also, the Parwan Detention Facility is located somewhere around the base at Bagram. It has been criticized in the past for its abusive treatment of prisoners. In May 2010, the International Committee of the Red Cross revealed that since August 2009 it was informed about inmates of a second prison where detainees are held in isolation and without access to the International Red Cross that is usually guaranteed to all prisoners. Description: Hello. After successful completion of the KIA we are moving to other airports which will represent BAF ( Bagram Airfield ) in Reshmaan Province. Base is orientated in the north of the map. You can look forward to lots of new things . Slowly but surely, we are approaching the completion REshmaan edition pack, so I hope you will like it because after completing his move into Clafghan . Surely you have something to look forward to. As a tradition i will delete some objects. Dont forget that "I'll try to make this base with high FPS so then you could enjoy it"!! Features: Huge ramps Helicopter airfield (bigger then in KAF) Fire station Prison Hospital Provincial HQ Lots of barracks Ammo storages (from Takistan bases) Containers yard and more structures Requirements: CBA Reshmaan Province CJTF101 editor MAP Editorupgrade (EU) Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc Stars Editing Suite Softshelter MCAGCC 29 Palms (only wgl_commercial.pbo and wgl_objects.pbo) DOWNLOAD LINK:https://www.dropbox.com/s/jp3m0n50toc6pof/Bagram_Airfield_by_DonbassCZ.reshmaan.7z?dl=0 Best regards DonbassCZ
  18. Project status at 08.12.2017: converting it into terrain format: https://forums.bistudio.com/forums/topic/212253-podolsk-city-district-4-terrain/ Hi! I made a template based on my hometown's district area. I know that such a huge template should be made in a form of terrain, but so far I failed with the terrain builder. And 3DEN is so easy to use... So here it is. Updated at 05.06.2017: version 65 released. Podolsk city (Moscow region), district №4, version 65: Download from Armaholic: Podolsk city, district #4 template v65 Or download from Mediafire: https://www.mediafire.com/?h1czw6mu07456of Unzip and place the 4mk65.grassland folder to your Documents/Arma 3/missions folder. Then open it in the 3DEN editor. This template is heavily addon dependable. Addons used: * Grassland http://www.armaholic.com/page.php?id=30347 * CUP Terrains Complete http://cup-arma3.org/download * X-Cam-Taunus http://www.armaholic.com/page.php?id=32107 * Gorod Island http://www.armaholic.com/page.php?id=26811 * Chernobyl Zone http://www.armaholic.com/page.php?id=21332 * ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 * Urban Pack http://www.armaholic.com/page.php?id=11458 * French road signs pack http://www.armaholic.com/page.php?id=32029 * PMC Terrain Objects http://www.armaholic.com/page.php?id=17289 * AGS Buildings Pack http://www.armaholic.com/page.php?id=10798 * PLP Urban Packs: Barriers and Fences http://www.armaholic.com/page.php?id=31123 * P44 house http://www.armaholic.com/page.php?id=3173 * Stars Editing Suite http://www.armaholic.com/page.php?id=25890 * mikebarts Soft Shaded Trees http://www.armaholic.com/page.php?id=9700 * Eden Extended Objects http://www.armaholic.com/page.php?id=32497 And all of the DLCs except of Jets are needed. I sure used some of the assets with those DLC's icons next to them. * Apex (I think it's no longer needed after the recent Arma 3 game update) * Helicopters * Karts * Marksmen I also used "Midrange Terrain Texture Replacement [BETA]" http://www.armaholic.com/page.php?id=19524 for screenshots, it really improves the quality of terrain texture. But the template does not need it. I tried to make it as true to reality as possible, but considering that I'm using only existing assets, it's a hard task. The template is not optimized, e.g.: I used a lot of small objects to create one building. I run it on Intel i3 6100 stock. It gives me around 20 FPS while just running around alone, but surprisingly the FPS not dropping past 15 even with >100 AI units fighting on the map. That's nice FPS, right? lol. I suggest to turn the editor's interface off (backspace key by default) to improve the performance when the template is loaded. Also it may help to keep Entity List collapsed. The ultimate goal is to properly ask all of the respective authors for permissions and make a terrain out of it. And also to replace those composite buildings with proper single models. Objects count: 22789 Area: 0.5 km^2 Screenshots and comparison with real life photos: Short video trailer: Google maps: https://www.google.com/maps/@55.4310899,37.4997858,1053m/data=!3m1!1e3 Later I'll upload more screenshots to the appropriate thread. P.S.: I usually go by the name Cannibal. Apollyanna is just a Steam account name used by me for Project Argo gaming. Main topic on my forum (Russian): http://guyver-world.ru/forum/index.php/topic,63.msg119777.html#msg119777 If you like my work, please consider donating: https://www.paypal.me/zoalord
  19. Hi All, I built this a while ago as a small mission for my group at the CPM. The boys liked it so I decided I would put it up as a template in case anyone wanted to use it. It is created entirely from BI or CUP assets and has a fair amount of CQB options. Our mission was to SDV to the rig at night and infiltrate. AI doesn't like it too much but it's brilliant for curated missions or roleplay (like we run at the CPM) or PVP. Features include: Multiple infil options by water leading to a small bottleneck at the top Offices and pump rooms, for adding your own story elements A usable helicopter pad (Ever tried making a landing pad float.... ?) Immersive lighting for night ops. Images here Anyway have fun. And if you like this sort of thing, drop in the CPM at or our teamspeak at ts1.cornishpastymen.co.uk:9993 Click here for Armaholic link Silos
  20. Igor Nikolaev

    [Template] Oil Rig E-77

    Story Since the Tanoa is rich in natural resources, an official government in the year 2028 gives a decree to research territorial waters around the archipelago. Shortly after that, a head of research group "Enclave" found an oil field near the Tanoan International Airport. Building of first offshore oil platform on Tanoa was started. A platform was named "E-77". It was built really fast in the year 2029, because of enthusiasm of Tanoan workers. Since then, Tanoan economy grew up fast. But it couldn't last forever. In 2035, Tanoa was struck with critical flooding. The story of oil rig E-77 has ended. Structure E-77 is a tension-leg platform. It's a vertically moored floating structure. Main platform has 2 sections. The top section is used mainly for living purposes of staff of the platform. There is also a warehouse and big radio tower. Main platform is connected to a secondary platform, which has 3 sections. The top one is used as helicopter LZ. You can get on a platform through it. Also, there is an pier on a main platform to get on it by ship. You can move through platforms and sections by using bridges and stairs. Usage To use it in your mission just subscribe to it and then launch it from Multiplayer. You will download it. After it, you will be able to unpack the pbo of the mission in your profile folder (use unPBO Tool or something else). After it, add this one to your mission. It will be good, if you will mention author's name in your scenario. Dependency You need Apex DLC to run this. Screenshots Download Steam Workshop
  21. I am trying to set up loadouts for my group, but i am having problems. When you try to select the loadout you get teh default. Here is my stuff. description.ext disabledAI = 1; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 100; }; onLoadName = "Prior Traning Mission"; onLoadMission = "Prior Training Mission"; author = "Shadow"; respawn = 3; respawndelay = 3; respawnOnStart = 1; respawnTemplates[] = {"MenuInventory","MenuPosition"}; class CfgRespawnInventory { class WEST1 { displayName = "Rifleman231"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "uns_m16", "uns_m1911" }; magazines[] = { "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_20Rnd_556x45_Stanag_T", "uns_m1911mag", "uns_m1911mag", "uns_m1911mag" }; items[] = { "ACE_morphine", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing" }; linkedItems[] = { "UNS_USMC_Flak_E", "UNS_M1_1A", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "UNS_USMC_Flak_E"; backpack = "UNS_USMC_R3"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. vehicle = "B_soldier_AR_F" }; }; Here is my inti.sqf [WEST,West1] call BIS_fnc_addRespawnInventory; Here is my mission folder http://imgur.com/a/zRmZ3
  22. Malden bases in COLD WAR era by DonbassCZ Description: Hello. I decided to make a new collection of bases in the style of the Cold War . My goal will be to work at bases in these islands : Malden , Everon , Nogovo , Kolgujev . Now I am working on Malden Island . I would also like to know what you want to base owned by NATO and what USSR. Bases will be in one folder with the name of that island, which will be located . I hope you will like this project and wish me luck . Using addons: CJTF101 editor MAP Editorupgrade (EU) Community Upgrade Project - Terrains Complete Stars Editing Suite Hardened aircraft shelters [WIP] pics from Malden airport: Best regards DonbassCZ
  23. Hephaestus is a Forward Operating Site (FOS) located west of the main airport Altis... //History Building during the civil war to maintain control of the industrial area nearby which was extremely important for the AAF, after the end of the same served as observation field monitoring activities around the airport. In the present day has a small QRF and rotatory troops, the old factory turned into a military depot. //Useful Links Dropbox Source Files Steam Workshop Imgur Album
  24. Helios is a small observation post located south of Altis... History: Created to observe the maritime movement of pirates and civilian boats in Pyrgos Gulf entrance and its surroundings. Later he received a small expansion to the northeast of its main facilities of which it became the station itself, where now stands the old station was built a helipad and some deposits equipment/ammunition. Useful links: Dropbox Source Files Steam Workshop Imgur Album
  25. This is a duplicate thread, made by accident when SQL errors were encountered. Please use this thread - https://forums.bistudio.com/topic/192009-release-arma-3-mission-skeleton/?hl=mission+skeleton