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Found 49 results

  1. There seems to be a lot of unused textures/skins still in the game that were cut, but can be put back into the vanilla game using init codes. These skins require no mods or custom texture templates. You can see a few of these unused textures here I have found most but I have yet to find all of them. Here is a big list of all the inits others and myself have found so far... Fatigues (Raven) (reskin of Fatigues (Urban)) this setObjectTextureGlobal [0, "\a3\characters_f\OPFOR\Data\clothing_rus_co.paa"]; Combat Fatigues (Sage) (reskin of Combat Fatigues (MTP)) this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"]; Combat Fatigues (Woodland) (reskin of Combat Fatigues (MTP)) this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"]; Combat Fatigues (MTP, Dirty) (thanks to SgtDornan) this setObjectTextureGlobal [0, "\a3\characters_f_epb\BLUFOR\Data\clothing1_dirty_co.paa"]; Wetsuit (Raven) this setObjectTextureGlobal [0,"A3\characters_f\common\data\diver_suit_co.paa"]; Guerrilla Garment (Skull Shirt) this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"]; Guerrilla Garment (Grey Camo Shirt) (thanks to Nightmare515) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa"]; Guerrilla Garment (Red Camo Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa"]; Guerrilla Garment (Orange Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"]; Guerrilla Garment (Yellow Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa"]; Guerrilla Garment (Blue Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_co.paa"]; Guerrilla Garment (Brown Shirt) this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"]; Guerrilla Garment ('Arnold is Numero Uno' Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_co.paa"]; Guerrilla Garment (Poor Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v2_co.paa"]; Guerrilla Garment (Poor Shirt v2) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v3_co.paa"]; Guerrilla Outfit (Checkered) (incomplete) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_co.paa"]; Guerrilla Outfit (Checkered v2) (incomplete) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v2_co.paa"]; Guerrilla Outfit (Green) (incomplete) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v3_co.paa"]; Guerrilla Outfit (Orange) (incomplete) this setobjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_kabeiroi_co.paa"]; Guerrilla Outfit (Red) (incomplete) this setobjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_bandit_co.paa"]; Guerrilla Smocks (Yellow) (thanks to Debrin052) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\hunter_bushman_co.paa"]; Syndikat Reskin of Combat Fatigues (AAF) this setObjectTextureGlobal [0, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]; Brown Reskin of Combat Fatigues (AAF) (thanks to M. Glade) this setObjectTextureGlobal [0, "A3\characters_f_exp\Syndikat\Data\U_I_C_Soldier_Para_4_F_2_co.paa"]; Worker Coveralls (Bandit) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_bandit_co.paa"]; Worker Coveralls (Grey) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_grey_co.paa"]; Worker Coveralls (Black) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_black_co.paa"]; Worker Coveralls (Urban Camo) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_urbancamo_co.paa"]; Scientist Clothes (CSAT) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_scientist_co.paa"]; Casual Clothes (Brown and Grey) (reskin of Marshal Clothes) (thanks to Igor Nikolaev) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_1_co.paa"]; Casual Clothes (Brown and Tan) (reskin of Marshal Clothes) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_2_co.paa"]; VR Suit (No Lights) (thanks to DreadPirate) this setObjectTextureGlobal [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"]; Kitbag (AAF) (backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa"]; Kitbag (Black) (backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_blk_co.paa"]; Carryall Backpack (Black) (backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa"]; NATO Strider (now in Virtual Garage) this setObjectTextureGlobal [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa']; this setObjectTextureGlobal [1,'\A3\data_f\vehicles\turret_co.paa']; NATO Gorgon this setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; this setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; this setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; this setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; NATO Black Pawnee/Hummingbird this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa"]; NATO Green Blackfoot this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_02\Data\heli_light_02_common_co.paa"]; NATO Black Blackfoot (thanks to Solitaire195) this setObjectTextureGlobal [0, "A3\Air_F_Beta\heli_attack_01\data\UI\Heli_Attack_01_EDEN_CA.PAA"]; AAF Panther (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_body_indp_co.paa']; this setObjectTextureGlobal [2,'A3\data_f\vehicles\turret_indp_co.paa']; AAF Pawnee/Hummingbird this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_01\Data\heli_light_01_ext_indp_co.paa"]; AAF Orca this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa"]; CSAT Zamak MRL this setObjectTextureGlobal [0,'a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa']; this setObjectTextureGlobal [2,'a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa']; CSAT Panther (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTextureGlobal [2,'A3\data_f\vehicles\turret_opfor_co.paa']; CSAT Cheetah (thanks to Zygzak191) (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTextureGlobal [2,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_tower_opfor_co.paa']; CSAT Bobcat (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTextureGlobal [2,'A3\data_f\vehicles\turret_opfor_co.paa']; this setObjectTextureGlobal [3,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_crv_opfor_co.paa']; CSAT Buzzard (now in Virtual Garage) (thanks to seacaptainjim) this setObjectTextureGlobal [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_brownhex_CO.paa"]; this setObjectTextureGlobal [1,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_brownhex_CO.paa"]; CSAT Buzzard Grey (now in Virtual Garage) this setObjectTextureGlobal [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_greyhex_CO.paa"]; this setObjectTextureGlobal [1,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_greyhex_CO.paa"]; Civilian Orca (now in Virtual Garage) this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa"]; Civilian Mohawk (Dahoman) this setObjectTextureGlobal [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]; this setObjectTextureGlobal [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]; this setObjectTextureGlobal [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"]; Civilian Mohawk (Ion) this setObjectTextureGlobal [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]; this setObjectTextureGlobal [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]; this setObjectTextureGlobal [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_ion_co.paa"]; Apparel missing from Virtual Arsenal: Nikos Clothes this forceAddUniform "U_NikosBody"; Nikos Clothes (Formal) this forceAddUniform "U_NikosAgedBody"; Untextured Variant of the Light Combat Helmet this addHeadgear "H_BandMask_demon"; Bucket Hat this addHeadgear "H_TurbanO_blk"; Shemag (glitched texture) this addHeadgear "H_Shemag_tan"; Bandana Cap this addHeadgear "H_BandMask_blk"; Military Cap (Tan) this addHeadgear "H_MilCap_OUcamo"; Beanie (Blue) this addHeadgear "H_Watchcap_sgg"; Extra Hidden Stuff: Stone (thanks to AdelaideTsu) this addItem "HandGrenade_Stone" Hidden textures we're still missing: - CSAT Hunter - CSAT and AAF Slammer - NATO Mohawk - Skirts of the AAF and CSAT Panther - Possibly more... Notes: - Retextures of 'Guerrilla Garment' also work with 'Bandit Clothes (Tee)' and 'Summer Clothes' - Retextures of 'Combat Fatigues' also work with 'CTRG Stealth Uniforms' - There are hidden textures for headgear and vests, but unfortunately it is impossible to retexture them. - Dropping or picking up a uniform with a texture applied to them will revert the texture back to its default one. If you have found a hidden texture that is not on the list above, feel free to post the init for it in this thread, and I'll put it on the list. Any contributions will be much appreciated!
  2. AveryTheKitty

    Arma 3 Aegis

    Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Art by Mr.Mustache Steam Workshop Discord Patreon Made possible thanks to the support of my wonderful patrons. ❤️ Heliotrope, Bran Flakes, Renegade_Jonesy, Slav_Man_Shae, GeneralKong David - Mustache, CommanderCharms, Andrew Dietz, Scott Reijnders Ezzy, Florian Noé, Spess Mehreen, Pheasant-One, Krijn Lakeman, YonV Ravenholme, Buttista, Takaostar, Schuyler P Jarrett, Krytera, coolscout09 Corvid, Itsme M, Elliot Taylor
  3. Inspired by Ravage and Friths Ruin... ...a selection of retextured backpacks, vests, facewear and headgear to enhance your post-apocalyptic survival experience. Includes a Civilian Expansion: 22 unique civilians created using a mixture of Ravaged and Frithified gear plus vanilla assets. They can be found in Eden under the Civilian tab > EO Civilian Expansion. Basic hand held Flashlight. Flashlight usage: Equip from the sidearm slot, press L for light Weathered Dome Tents. The tents are configured to act as an inventory object capable of storing a realistic chunk of loot, or they can be used as a simple object via the special states attributes. Each tent is configured to spawn with a couple of useful inventory items. They can be found in Eden under Things>Camping. Tattered and torn flags. Flags can be placed straight from the Editor: Props>Signs>Flags Flags can also be attached to the majority of vanilla A3 and community made vehicles/units by adding the one of the following codes to the vehicles/units init field: More information about forceFlagTexture can be found here: https://community.bistudio.com/wiki/forceFlagTexture Supply Box that contains all Ravaged and Frithified Gear. Retextured CBRN Suits. (optional pbo) (Requires Contact DLC) Zodiac Backpack. (Assemble/Dissemble the Zodiac boat from the backpack) Tent Backpacks. (Assemble/Dissemble a tent with an Inventory from the backpack) Screenshots, more screenshots...even more screenshots. Classnames Download: Steam Credits: Haleks for creating Ravage, and also being an inspiration for all my ARMA 3 content. Lordfrith for creating the work of art that is Frith's Ruin. This work is licensed under: Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. https://creativecommons.org/licenses/by-nc-nd/4.0/
  4. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  5. A replacement mesh for vanilla small arms tracers (so no changes for big boi tank shells, those are fine IMHO). It's pretty much just vanilla tracers, but a bit more THICC. They are more visible, but still retain the overall shape and textures of the normal Arma 3 tracer. This is just a cosmetic addon that can be run purely clientside. No plans for RHS, they have their own tracers. DOWNLOAD: https://steamcommunity.com/workshop/filedetails/?id=2523193223 PATCH FOR CUP: https://steamcommunity.com/sharedfiles/filedetails/?id=2523203854
  6. Hi, I'm trying to setup an arma 3 dedicated server hosted off an ubuntu 16.04, I have been following the official documentation and seem to have the server running, but cannot connect to it either through direct connect, or through the browser ( can't find server name in the browser ) The server is being recognised by steam API {"addr":"IP:2303","gmsindex":-1,"appid":107410,"gamedir":"Arma3","region":-1,"secure":false,"lan":false,"gameport":2302,"specport":0} and the server output is as follows: ./arma3server -config=server.cfg 15:25:55 SteamAPI initialization failed. Steam features won't be accessible! 15:25:55 Initializing stats manager. 15:25:55 Stats config disabled. 15:25:55 sessionID: 012211720c1afbf3fa81f438773bf5a64f5ab516 15:26:02 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayEditObject/Controls/B_OK/ (original bin\config.bin) 15:26:02 Updating base class RscSliderH->RscXSliderH, by a3\editor_f\config.bin/RscDisplayEditObject/Slider/ (original bin\config.bin) 15:26:02 Updating base class RscText->RscPicture, by a3\editor_f\config.bin/RscDisplayEditObject/Preview/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionLoad/Controls/B_OK/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionSave/Controls/B_OK/ (original bin\config.bin) 15:26:02 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoScrollbars/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoHScrollbars/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoVScrollbars/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/RscLine/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscActiveText, by a3\ui_f\config.bin/RscActivePicture/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscButton, by a3\ui_f\config.bin/RscButtonTextOnly/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonEditor/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscIGUIShortcutButton/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscGearShortcutButton/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonMenu/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuOK/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuCancel/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuSteam/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/RscLoadingText/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscListBox, by a3\ui_f\config.bin/RscIGUIListBox/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscListNBox, by a3\ui_f\config.bin/RscIGUIListNBox/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackground/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUI/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUILeft/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIRight/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIBottom/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUITop/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUIDark/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/RscBackgroundLogo/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscMapControl, by a3\ui_f\config.bin/RscMapControlEmpty/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscPicture, by a3\ui_f\config.bin/CA_Mainback/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Back/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Title_Back/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Black_Back/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscTitle, by a3\ui_f\config.bin/CA_Title/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/CA_Logo/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->CA_Logo, by a3\ui_f\config.bin/CA_Logo_Small/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscButton, by a3\ui_f\config.bin/CA_RscButton/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->CA_RscButton, by a3\ui_f\config.bin/CA_RscButton_dialog/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscActiveText, by a3\ui_f\config.bin/CA_Ok/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image2/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_text/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscVignette/ (original a3\ui_f\config.bin) 15:26:02 Updating base class ->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscMapControlTooltip/ (original a3\ui_f\config.bin) 15:26:02 Updating base class RscUnitInfo->RscUnitInfoAirNoWeapon, by a3\ui_f\config.bin/RscInGameUI/RscUnitInfoAir/ (original a3\ui_f\config.bin) 15:26:02 Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscInGameUI/RscTaskOverview/controls/TaskOverviewAssigned/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_OK/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Cancel/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Clear/ (original bin\config.bin) 15:26:02 Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonAverages/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonSavePreviousData/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonPreviousData/ (original bin\config.bin) 15:26:02 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/ (original bin\config.bin) 15:26:02 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcOwnedIconPicture/ (original a3\ui_f\config.bin) 15:26:02 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcIconPicture/ (original a3\ui_f\config.bin) 15:26:02 Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/OverviewGroup/ (original bin\config.bin) 15:26:02 Updating base class RscButton->RscButtonSearch, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/SearchButton/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonCancel/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonGameOptions/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenuSteam, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonBuyDLC/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonRevert/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonOK/ (original bin\config.bin) 15:26:02 Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/ (original bin\config.bin) 15:26:02 Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/ (original bin\config.bin) 15:26:02 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/ (original bin\config.bin) 15:26:02 Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/ (original bin\config.bin) 15:26:02 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayFileSelectImage/controls/OverviewPicture/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayFieldManual/Controls/ButtonCancel/ (original bin\config.bin) 15:26:02 Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably). 15:26:02 Updating base class RscButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMission/controls/ButtonCancel/ (original bin\config.bin) 15:26:02 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonOK/ (original bin\config.bin) 15:26:02 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonCancel/ (original bin\config.bin) 15:26:02 Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/ (original bin\config.bin) 15:26:02 Updating base class ->DistanceClose, by a3\ui_f\config.bin/CfgSimpleTasks/Icon3D/DistanceMid/ (original bin\config.bin) 15:26:02 Updating base class ->DistanceClose, by a3\ui_f\config.bin/CfgSimpleTasks/Icon3D/DistanceLong/ (original bin\config.bin) 15:26:03 Updating base class ->ctrlDefaultText, by a3\3den\config.bin/ctrlStatic/ (original a3\3den\config.bin) 15:26:03 Updating base class ->ctrlActiveText, by a3\3den\config.bin/ctrlActivePicture/ (original a3\3den\config.bin) 15:26:03 Updating base class ->ctrlDefaultText, by a3\3den\config.bin/ctrlStructuredText/ (original a3\3den\config.bin) 15:26:03 Updating base class ->ctrlControlsGroup, by a3\3den\config.bin/ctrlControlsGroupNoScrollbars/ (original a3\3den\config.bin) 15:26:03 Updating base class ->ctrlDefault, by a3\3den\config.bin/ctrlCheckbox/ (original a3\3den\config.bin) 15:26:03 Updating base class ->ctrlCheckbox, by a3\3den\config.bin/ctrlCheckboxBaseline/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayOptionsAudio/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayOptionsAudio/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigure/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigure/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigureAction/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigureAction/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigureControllers/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigureControllers/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayGameOptions/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin) 15:26:03 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayGameOptions/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin) 15:26:03 Updating base class controls->, by a3\3den\config.bin/RscDisplayArcadeMap_Layout_2/Controls/ (original a3\ui_f\config.bin) 15:26:03 Updating base class controls->, by a3\3den\config.bin/RscDisplayArcadeMap_Layout_6/Controls/ (original a3\ui_f\config.bin) 15:26:03 Updating base class ->ctrlControlsGroupNoScrollbars, by a3\3den\config.bin/Cfg3DEN/Attributes/Default/ (original a3\3den\config.bin) 15:26:03 Updating base class ->ctrlStatic, by a3\3den\config.bin/Cfg3DEN/Attributes/Title/Controls/Title/ (original a3\3den\config.bin) 15:26:03 Updating base class ->ctrlToolbox, by a3\3den\config.bin/Cfg3DEN/Attributes/Toolbox/Controls/Value/ (original a3\3den\config.bin) 15:26:04 Initializing Steam Manager 15:26:04 Steam Manager initialized. 15:26:04 15:26:04 ==== Loaded addons ==== 15:26:04 15:26:04 dta/languagecore_f.pbo - 149991 15:26:04 dta/bin.pbo - 147719 15:26:04 dta/core.pbo - 129618 15:26:04 /home/arma/arma3/aow/addons/characters_f_aow.ebo - 149965 15:26:04 /home/arma/arma3/aow/addons/missions_f_aow_video.ebo - 149837 15:26:04 /home/arma/arma3/aow/addons/sounds_f_aow.ebo - 149668 15:26:04 /home/arma/arma3/aow/addons/props_f_aow.ebo - 149965 15:26:04 /home/arma/arma3/aow/addons/data_f_aow.ebo - 149928 15:26:04 /home/arma/arma3/aow/addons/ui_f_aow.ebo - 149917 15:26:04 /home/arma/arma3/aow/addons/anims_f_aow.ebo - 149768 15:26:04 /home/arma/arma3/aow/addons/functions_f_aow.ebo - 149593 15:26:04 /home/arma/arma3/aow/addons/supplies_f_aow.ebo - 149874 15:26:04 /home/arma/arma3/aow/addons/dubbing_f_aow.ebo - 149901 15:26:04 /home/arma/arma3/aow/addons/languagemissions_f_aow.ebo - 149991 15:26:04 /home/arma/arma3/aow/addons/editorpreviews_f_aow.ebo - 149909 15:26:04 /home/arma/arma3/aow/addons/missions_f_aow_data.ebo - 149929 15:26:04 /home/arma/arma3/aow/addons/structures_f_aow.ebo - 149883 15:26:04 /home/arma/arma3/aow/addons/language_f_aow.ebo - 149991 15:26:04 /home/arma/arma3/aow/addons/missions_f_aow.ebo - 149922 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch.pbo - 148551 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_military.pbo - 149965 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_infrastructure.pbo - 148551 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_civilian.pbo - 148739 15:26:04 /home/arma/arma3/enoch/addons/weapons_f_enoch.ebo - 149930 15:26:04 /home/arma/arma3/enoch/addons/anims_f_enoch.ebo - 149965 15:26:04 /home/arma/arma3/enoch/addons/rocks_f_enoch.pbo - 148432 15:26:04 /home/arma/arma3/enoch/addons/static_f_enoch.ebo - 145904 15:26:04 /home/arma/arma3/enoch/addons/data_f_enoch.ebo - 147098 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_industrial.pbo - 148804 15:26:04 /home/arma/arma3/enoch/addons/props_f_enoch.pbo - 148738 15:26:04 /home/arma/arma3/enoch/addons/map_enoch_scenes_f.ebo - 143336 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_commercial.pbo - 148419 15:26:04 /home/arma/arma3/enoch/addons/cargoposes_f_enoch.ebo - 142478 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_cultural.pbo - 148739 15:26:04 /home/arma/arma3/enoch/addons/dubbing_radio_f_enoch.ebo - 146854 15:26:04 /home/arma/arma3/enoch/addons/music_f_enoch_music.ebo - 147127 15:26:04 /home/arma/arma3/enoch/addons/map_enoch_data.ebo - 145274 15:26:04 /home/arma/arma3/enoch/addons/map_enoch.ebo - 148551 15:26:04 /home/arma/arma3/enoch/addons/characters_f_enoch.ebo - 149965 15:26:04 /home/arma/arma3/enoch/addons/air_f_enoch.ebo - 145904 15:26:04 /home/arma/arma3/enoch/addons/vegetation_f_enoch.pbo - 148432 15:26:04 /home/arma/arma3/enoch/addons/soft_f_enoch.ebo - 149339 15:26:04 /home/arma/arma3/enoch/addons/functions_f_enoch.ebo - 148356 15:26:04 /home/arma/arma3/enoch/addons/missions_f_enoch.ebo - 149487 15:26:04 /home/arma/arma3/enoch/addons/sounds_f_enoch.ebo - 148786 15:26:04 /home/arma/arma3/enoch/addons/editorpreviews_f_enoch.ebo - 145440 15:26:04 /home/arma/arma3/enoch/addons/ui_f_enoch.ebo - 147095 15:26:04 /home/arma/arma3/enoch/addons/languagemissions_f_enoch.ebo - 149991 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_data.pbo - 148419 15:26:04 /home/arma/arma3/enoch/addons/dubbing_radio_f_enoch_data.ebo - 147175 15:26:04 /home/arma/arma3/enoch/addons/armor_f_enoch.ebo - 145904 15:26:04 /home/arma/arma3/enoch/addons/map_enoch_data_layers.ebo - 146184 15:26:04 /home/arma/arma3/enoch/addons/structures_f_enoch_furniture.pbo - 148419 15:26:04 /home/arma/arma3/enoch/addons/supplies_f_enoch.ebo - 146762 15:26:04 /home/arma/arma3/enoch/addons/language_f_enoch.ebo - 149991 15:26:04 /home/arma/arma3/enoch/addons/music_f_enoch.ebo - 147472 15:26:04 /home/arma/arma3/tank/addons/language_f_tank.pbo - 149991 15:26:04 /home/arma/arma3/tank/addons/sounds_f_tank.pbo - 143095 15:26:04 /home/arma/arma3/tank/addons/structures_f_tank.pbo - 137876 15:26:04 /home/arma/arma3/tank/addons/dubbing_f_tank.pbo - 127958 15:26:04 /home/arma/arma3/tank/addons/editorpreviews_f_tank.pbo - 137875 15:26:04 /home/arma/arma3/tank/addons/missions_f_tank_data.pbo - 128937 15:26:04 /home/arma/arma3/tank/addons/data_f_tank.pbo - 128203 15:26:04 /home/arma/arma3/tank/addons/cargoposes_f_tank.pbo - 128283 15:26:04 /home/arma/arma3/tank/addons/music_f_tank.pbo - 127912 15:26:04 /home/arma/arma3/tank/addons/missions_f_tank.pbo - 149965 15:26:04 /home/arma/arma3/tank/addons/languagemissions_f_tank.pbo - 149991 15:26:04 /home/arma/arma3/tank/addons/weapons_f_tank.pbo - 146892 15:26:04 /home/arma/arma3/tank/addons/props_f_tank.pbo - 131702 15:26:04 /home/arma/arma3/tank/addons/armor_f_tank.pbo - 149457 15:26:04 /home/arma/arma3/tank/addons/ui_f_tank.pbo - 148551 15:26:04 /home/arma/arma3/tank/addons/modules_f_tank.pbo - 147857 15:26:04 /home/arma/arma3/tank/addons/functions_f_tank.pbo - 125996 15:26:04 /home/arma/arma3/tank/addons/characters_f_tank.pbo - 148392 15:26:04 /home/arma/arma3/tacops/addons/modules_f_tacops.ebo - 149359 15:26:04 /home/arma/arma3/tacops/addons/sounds_f_tacops.ebo - 123795 15:26:04 /home/arma/arma3/tacops/addons/data_f_tacops.ebo - 126731 15:26:04 /home/arma/arma3/tacops/addons/language_f_tacops.ebo - 149991 15:26:04 /home/arma/arma3/tacops/addons/ui_f_tacops.ebo - 148551 15:26:04 /home/arma/arma3/tacops/addons/characters_f_tacops.ebo - 129739 15:26:04 /home/arma/arma3/tacops/addons/languagemissions_f_tacops.ebo - 149991 15:26:04 /home/arma/arma3/tacops/addons/missions_f_tacops.ebo - 144976 15:26:04 /home/arma/arma3/tacops/addons/dubbing_f_tacops.ebo - 129340 15:26:04 /home/arma/arma3/tacops/addons/music_f_tacops.ebo - 124064 15:26:04 /home/arma/arma3/tacops/addons/functions_f_tacops.ebo - 138026 15:26:04 /home/arma/arma3/orange/addons/music_f_orange.pbo - 120725 15:26:04 /home/arma/arma3/orange/addons/ui_f_orange.pbo - 149706 15:26:04 /home/arma/arma3/orange/addons/data_f_orange.pbo - 144284 15:26:04 /home/arma/arma3/orange/addons/modules_f_orange.pbo - 143632 15:26:04 /home/arma/arma3/orange/addons/structures_f_orange.pbo - 147636 15:26:04 /home/arma/arma3/orange/addons/languagemissions_f_orange.pbo - 149991 15:26:04 /home/arma/arma3/orange/addons/language_f_orange.pbo - 149991 15:26:04 /home/arma/arma3/orange/addons/functions_f_orange.pbo - 149339 15:26:04 /home/arma/arma3/orange/addons/supplies_f_orange.pbo - 129371 15:26:04 /home/arma/arma3/orange/addons/cargoposes_f_orange.pbo - 126225 15:26:04 /home/arma/arma3/orange/addons/editorpreviews_f_orange.pbo - 123173 15:26:04 /home/arma/arma3/orange/addons/sounds_f_orange.pbo - 145695 15:26:04 /home/arma/arma3/orange/addons/air_f_orange.pbo - 146744 15:26:04 /home/arma/arma3/orange/addons/characters_f_orange.pbo - 148442 15:26:04 /home/arma/arma3/orange/addons/props_f_orange.pbo - 148864 15:26:04 /home/arma/arma3/orange/addons/missions_f_orange.pbo - 149975 15:26:04 /home/arma/arma3/orange/addons/dubbing_f_orange.pbo - 121689 15:26:04 /home/arma/arma3/orange/addons/soft_f_orange.pbo - 147662 15:26:04 /home/arma/arma3/orange/addons/weapons_f_orange.pbo - 149274 15:26:04 /home/arma/arma3/argo/addons/characters_f_patrol.pbo - 149127 15:26:04 /home/arma/arma3/argo/addons/functions_f_patrol.pbo - 141510 15:26:04 /home/arma/arma3/argo/addons/sounds_f_patrol.pbo - 119477 15:26:04 /home/arma/arma3/argo/addons/modules_f_patrol.pbo - 119459 15:26:04 /home/arma/arma3/argo/addons/props_f_argo.pbo - 129371 15:26:04 /home/arma/arma3/argo/addons/rocks_f_argo.pbo - 148432 15:26:04 /home/arma/arma3/argo/addons/armor_f_argo.pbo - 129739 15:26:04 /home/arma/arma3/argo/addons/language_f_argo.pbo - 149991 15:26:04 /home/arma/arma3/argo/addons/data_f_argo.pbo - 128209 15:26:04 /home/arma/arma3/argo/addons/ui_f_patrol.pbo - 141307 15:26:04 /home/arma/arma3/argo/addons/data_f_patrol.pbo - 141307 15:26:04 /home/arma/arma3/argo/addons/map_malden_data_layers.pbo - 135888 15:26:04 /home/arma/arma3/argo/addons/editorpreviews_f_argo.pbo - 142758 15:26:04 /home/arma/arma3/argo/addons/weapons_f_patrol.pbo - 141307 15:26:04 /home/arma/arma3/argo/addons/map_malden_scenes_f.pbo - 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addons/structures_f_ind.pbo - 148442 15:26:04 addons/missions_f.pbo - 141704 15:26:04 addons/dubbing_f.pbo - 119457 15:26:04 addons/languagemissions_f_epb.pbo - 149991 15:26:04 addons/armor_f_beta.pbo - 148783 15:26:04 addons/music_f_epc.pbo - 119459 15:26:04 addons/characters_f_epa.pbo - 148392 15:26:04 addons/music_f_epa_music.pbo - 119459 15:26:04 addons/missions_f_data.pbo - 119459 15:26:04 addons/missions_f_gamma.pbo - 149041 15:26:04 addons/languagemissions_f_epc.pbo - 149991 15:26:04 addons/map_altis_data_layers_00_01.pbo - 0000 15:26:04 addons/characters_f_bootcamp.pbo - 149274 15:26:04 addons/sounds_f_arsenal.pbo - 143218 15:26:04 addons/weapons_f_epb.pbo - 137810 15:26:04 addons/dubbing_radio_f_data_eng.pbo - 119457 15:26:04 addons/sounds_f_characters.pbo - 143095 15:26:04 addons/dubbing_f_epc.pbo - 119457 15:26:04 addons/modules_f_beta_data.pbo - 149274 15:26:04 addons/drones_f.pbo - 146855 15:26:04 addons/editorpreviews_f.pbo - 149003 15:26:04 addons/sounds_f_environment.pbo - 143095 15:26:04 addons/music_f_bootcamp_music.pbo - 119459 15:26:04 addons/weapons_f_epa.pbo - 148783 15:26:04 addons/map_stratis_data.pbo - 135888 15:26:04 addons/map_altis_data_layers_00_00.pbo - 0000 15:26:04 addons/map_stratis.pbo - 148442 15:26:04 addons/air_f_beta.pbo - 149975 15:26:04 addons/data_f_exp_a.pbo - 119457 15:26:04 addons/armor_f_epc.pbo - 148819 15:26:04 addons/structures_f_epa.pbo - 149252 15:26:04 addons/dubbing_radio_f_data_vr.pbo - 119458 15:26:04 addons/anims_f_epc.pbo - 121358 15:26:04 addons/map_altis_data_layers_01_00.pbo - 0000 15:26:04 addons/languagemissions_f.pbo - 149991 15:26:04 addons/missions_f_beta_video.pbo - 119459 15:26:04 addons/sounds_f_mod.pbo - 131534 15:26:04 addons/music_f.pbo - 119459 15:26:04 addons/air_f_epc.pbo - 148514 15:26:04 addons/dubbing_radio_f_data_gre.pbo - 119458 15:26:04 addons/ui_f.pbo - 149982 15:26:04 addons/structures_f_epc.pbo - 148804 15:26:04 addons/armor_f_epb.pbo - 149965 15:26:04 addons/anims_f.pbo - 149800 15:26:04 addons/boat_f.pbo - 149520 15:26:04 addons/characters_f_epc.pbo - 148392 15:26:04 addons/map_vr.pbo - 135900 15:26:04 addons/anims_f_mod.pbo - 135280 15:26:04 addons/functions_f_exp_a.pbo - 122619 15:26:04 addons/dubbing_f_epa.pbo - 119457 15:26:04 addons/language_f_exp_b.pbo - 149991 15:26:04 addons/map_altis_data_layers_01_01.pbo - 0000 15:26:04 addons/characters_f_beta.pbo - 149965 15:26:04 addons/missions_f_epa.pbo - 144315 15:26:04 addons/anims_f_data.pbo - 148601 15:26:04 addons/modules_f_bootcamp.pbo - 119459 15:26:04 addons/anims_f_exp_a.pbo - 123209 15:26:04 addons/functions_f_epc.pbo - 119458 15:26:04 addons/rocks_f.pbo - 149339 15:26:04 addons/soft_f_beta.pbo - 147054 15:26:04 15:26:04 ======================= 15:26:04 15:26:04 ============================================================================================= List of mods =============================================================================================== 15:26:04 modsReadOnly = false 15:26:04 safeModsActivated = false 15:26:04 customMods = false 15:26:04 hash = '4B4C0D7F28AFBCFC853D521C895D7C71B76F7FA2' 15:26:04 hashShort = '934e9fb9' 15:26:04 name | modDir | default | official | origin | hash | hashShort | fullPath 15:26:04 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 15:26:04 Arma 3 Art of War | aow | true | true | GAME DIR | 22f983e722d776b994b849f85dc8e3dc7fbf1d80 | d1a9ea30 | /home/arma/arma3/aow 15:26:04 Arma 3 Contact (Platform) | enoch | true | true | GAME DIR | 630f4a626b41442e6701e7bdef49a7b9c3fa9b32 | ebcc7e34 | /home/arma/arma3/enoch 15:26:04 Arma 3 Tanks | tank | true | true | GAME DIR | 20d5ce6259c6f3e74aa04bbc8638c21aa042e185 | f2c578ee | /home/arma/arma3/tank 15:26:04 Arma 3 Tac-Ops | tacops | true | true | GAME DIR | ac1ba9c5d698ef317c33dfae1dd5880d1c0998f5 | d04a9748 | /home/arma/arma3/tacops 15:26:04 Arma 3 Laws of War | orange | true | true | GAME DIR | f1ad8dd27fd7f7eb0958f308e5611bd875e73f62 | bdb18000 | /home/arma/arma3/orange 15:26:04 Arma 3 Malden | argo | true | true | GAME DIR | e35201dbb799ac75f8cdc4b949cf2a05596b5152 | 9d2cd667 | /home/arma/arma3/argo 15:26:04 Arma 3 Jets | jets | true | true | GAME DIR | afa7ee22f86e026aa0cd21eebccfcfbd20277769 | feb00aef | /home/arma/arma3/jets 15:26:04 Arma 3 Apex | expansion | true | true | GAME DIR | 39335ef41c081bb964379eb6a25a15fbab7d3e82 | 742e0217 | /home/arma/arma3/expansion 15:26:04 Arma 3 Marksmen | mark | true | true | GAME DIR | ab3d88859d129a9463faf0e95e23e702790924cf | 403c1ca1 | /home/arma/arma3/mark 15:26:04 Arma 3 Helicopters | heli | true | true | GAME DIR | 858b2aaca10f78868f7263eacd3e5807f867349f | 3e5abbed | /home/arma/arma3/heli 15:26:04 Arma 3 Karts | kart | true | true | GAME DIR | 3f0e49029187075bd8919f234a46aef0e401deed | 3d19a811 | /home/arma/arma3/kart 15:26:04 Arma 3 Zeus | curator | true | true | GAME DIR | 2e3ca1016b3ef508b5fb22268eec782afffb4dbe | 28a7924e | /home/arma/arma3/curator 15:26:04 Arma 3 | A3 | true | true | NOT FOUND | | | 15:26:04 ========================================================================================================================================================================================================== 15:26:04 InitSound ... 15:26:04 InitSound - complete 15:26:04 Dedicated host created. 15:26:04 PhysX3 SDK Init started ... 15:26:04 PhysX3 SDK Init ended. 15:26:08 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f 15:26:08 Loading movesType CfgGesturesMale 15:26:08 MovesType CfgGesturesMale load time 71.0 ms 15:26:08 Loading movesType CfgMovesMaleSdr 15:26:15 Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\briefing\hubbriefing_loop.rtm differs (looped now 0)! MoveName: hubbriefing_ext 15:26:18 Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\spectator\hubspectator_stand.rtm differs (looped now 1)! MoveName: hubspectator_stand_contact 15:26:18 MovesType CfgMovesMaleSdr load time 9211.0 ms 15:26:18 BattlEye Server: Initialized (v1.217) CAppInfoCacheReadFromDiskThread took 3 milliseconds to initialize CApplicationManagerPopulateThread took 0 milliseconds to initialize (will have waited on CAppInfoCacheReadFromDiskThread) RecordSteamInterfaceCreation (PID 15079): SteamGameServer012 / GameServer RecordSteamInterfaceCreation (PID 15079): SteamUtils009 / Utils Setting breakpad minidump AppID = 107410 15:26:18 Game Port: 2302, Steam Query Port: 2303 15:26:18 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 RecordSteamInterfaceCreation (PID 15079): SteamGameServer012 / GameServer RecordSteamInterfaceCreation (PID 15079): SteamUtils009 / Utils RecordSteamInterfaceCreation (PID 15079): SteamNetworking005 / Networking RecordSteamInterfaceCreation (PID 15079): SteamGameServerStats001 / GameServerStats RecordSteamInterfaceCreation (PID 15079): STEAMHTTP_INTERFACE_VERSION002 / HTTP RecordSteamInterfaceCreation (PID 15079): STEAMINVENTORY_INTERFACE_V002 / Inventory RecordSteamInterfaceCreation (PID 15079): STEAMUGC_INTERFACE_VERSION010 / UGC RecordSteamInterfaceCreation (PID 15079): STEAMAPPS_INTERFACE_VERSION008 / Apps Arma 3 Console version 2.04.147719 x86 : port 2302 15:26:18 Host identity created. 15:26:18 Connected to Steam servers The server.cfg is a carbon copy of the one on the documentation bar minor adjustments to hostname/passwords etc, // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "Y3K"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "1c@rus"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "T000ring"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Two empty lines above for increasing interval", "Welcome to our server", "", "", "We are looking for fun - Join us Now !", "http://www.example.com", "One more empty line below for increasing interval", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 30; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 v1.50) filePatchingExceptions[] = {"123456789","987654321"}; // Whitelisted Steam IDs allowed to join with -filePatching enabled //requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+) vonCodecQuality = 30; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs // TIMEOUTS disconnectTimeout = 5; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds. maxDesync = 150; // Max desync value until server kick the user maxPing= 200; // Max ping value until server kick the user maxPacketLoss= 50; // Max packetloss value until server kick the user kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1) kickTimeout[] = { {0, -1}, {1, 180}, {2, 180}, {3, 180} }; votingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in mission voting roleTimeOut[] = {90, 120}; // Kicks users from server if they spend too much time in role selection briefingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in briefing (map) screen debriefingTimeOut[] = {45, 60}; // Kicks users from server if they spend too much time in debriefing screen lobbyIdleTimeout = 300; // The amount of time the server will wait before force-starting a mission without a logged-in Admin. // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) randomMissionOrder = true; // Randomly iterate through Missions list autoSelectMission = true; // Server auto selects next mission in cycle class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; // An empty whitelist means there is no restriction on what missions' available I'm scratching my head as to what could be causing the issue. I have forwarded my ports, and created UFW rules internally for those ports. Any assistance would be appreciated
  7. john chaser

    [UMB] Colombia

    Current version: 0.9.1 2-3 years ago, I started looking deeper into modding and kicked things of with a Training Ground for the mil-sim unit, which I am part of. Over the time, I kept coming back to an idea of building a tropical map, which is based in South America. South America is not very prominent in the Terrain World, but has a lot of potential for different scenarios: Whether you want to take over the region by military force, fight as part of the drug war, hunt down the Syndicate in the vast river system or simply earn some money - this map should (TM) have you covered. Big shout out to all the helpers in the Arma 3 Terrain Discord Channel, who helped me through the years. Features: - Large river system - Huge jungle areas - Many military targets in all shapes and sizes - 3 large airfields - 2 small airfields carved out of the jungle - Indigenous Villages - Drug Labs/Farms - Huge Open-Pit Mines - Hidden Temples - much more... The map itself is mostly done and only a few smaller areas left to be build. Whilst there is always something to be addded, this map has been mission-ready for quite some time and finally deserves its' own forum post! Stats: 20x20km 5m Terrain Grid 1m SatMap/Mask Grid >2.000.000 objects Mod dependencies: None Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2266710560 Map: Pictures: Cheers for the great help in placing objects and testing the map - especially to: Spirit [77th JSOC] Hobbnob [77th JSOC] Daniel [77th JSOC] Cube [77th JSOC] Prawned [77th JSOC] Erson [77th JSOC]
  8. Hi everyone, I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway. Instructions You will need two things for this function to work: You will need to create an init.sqf file in your mission folder and paste the code below into it. You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE; Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below Optional If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it. Things I am trying to work out currently: - Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet. - Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one. I have tested this in Multiplayer and it does work. DEMO MISSION AVAILABLE HERE
  9. brusher16

    the Seige

    The Seige a Vanilla Multiplayer mission i made for while since there isnt much new missions to play or post but i had free time and i made this mission since i got school to do and ramadan is close the objective is Seize the outpost Attack a farm Destroy 2 Vulcan's and Seize enemy's Strong Hold near Lipany Known Issues : there was a problem in the fourth objective's marker in the Breifing since it was Linked with another objective so the Stronghold is located near Lipany which is marked on the map Link : https://cdn.discordapp.com/attachments/802475582645338112/831223942852903002/Coop_the_Seige.Noe.pbo i didnt have much time to use other website to upload the video (by the discord link is related to a file of the mission and im not sure if i can show you how to launch it) if you have questions or bugs then just ask me here ★彡[SCAR]彡★#3775#3775 in discord or just make a reply to this topic
  10. Its a heavely customized version for veteran gameplay type (no extented map content...), the parameter are locked and i will explain why later. Parameter of the mission : -Each side start with 1 sector (base) and 0 CP. -Each base got an helipad unlocked. -Teleport to contested sector is disabled, only teleport to owned sector is avaible. -Time acceleration x6, date set on June for shorter night. -Random weather. -Starting time early morning (4h30). Warlord sector : -A total of 36 sector. -The little location give a poor income, they are mainly used to be able to counter attack. -Sector like harbor or industrial area give a good income. -Sector town give normal income. -The big town and Airport give a huge income. -Each side must capture 6 sector (shorter way) to reach the airport. -Each base is separated by 7 sector. -Each harbor sector are connected, so it can be used to cross some part of the island. -Each sector are guarded by AAF, with a reaction force. Custom Asset - Infantry : -Recon unit added, x2 cost for exemple a rifleman cost 100, a recon scout 200... -Support unit added, unit that can carry static weapon. -Cheap unit, crewman and helicrew are avaible for 50 cp. Custom Asset - Vehicle : -Slammer UP added, more expensive. -Rhino MGS UP added, more expensive. -T140K Angara added, more expensive. -Armored Artillery added, very expensive, a side need to conquer a maximum of sector to be able to buy that, i added this if the game stuck in the mud. Custom Asset - Defense : -Static mortar, expensive. Class and speciality : -The OFFICER : He is the high commander, he can assign waypoint to his AI subordinate via zeus interface, Zeus camera and unit edition is locked. He got also the power to call air support (30 min cooldown), and mortar to defend base (15 min cooldown) the mortar used by the officer is out of range the enemy base. !!Its like the officer take in charge the AI calculation, so that reduce server load but reduce performance for the officer if there no player in his side, im not sure of this!! -The SQUADLEADER : They are able to call Airtaxi, 10 min cooldown and its global for the faction, if a player call an heli insertion the other player must wait 10 min to call an other one. -ENGINEER : They are able to repair and build sandbag wall everywhere, they must have a toolkit. -MEDIC : They can heal. Special Weapon and electronic warfare : -There is few truck (CSAT truck device) that carry special weapon, they spawn semi-randomly at mission start, the possible location are marked on the map. They can carry 2 sort of special weapon usable 1 time for each truck : -EMP weapon, this weapon will neutralize every vehicle, launcher, GPS, NVG in a 1km radius, most effective at night. -Atomic Ray, that will destroy everything in a +500 meter radius. Note the weapon can't be activated at long range, so for the ray if somebody want to use it he will die too. For more info check the Alias script, https://steamcommunity.com/sharedfiles/filedetails/?id=1462497370 https://steamcommunity.com/sharedfiles/filedetails/?id=884555116 Other feature and community script for gameplay enhancement : -R3F logistic : Player can carry and load in the vehicle the ammobox, fortification and static weapon to create a frontline, thats why I desactivated the ability to teleport to contested sector. -R3F log (creation factory) : Each side can build fortification and structure to protect a sector, note huge structure like tower or building cant be loaded in a vehicle, its mainly to defend the base. An other note about the creation factory there a hard limit to avoid performance issue. -AIS Revive : Player can see an injured friend on the map, the injured player can be revived by an AI squadmate (press/spam H key). -Advanced sling loading, tranport object by air. -Advanced towing, transport object with ground vehicle. -NRE Earplug, earplug. -TAW Dynamic View Distance, ability to set up viewdistance and terrain quality. Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1586185062 Direct download link : https://drive.google.com/open?id=1m_34BBS-IhgcAxtA7AhU1zcJFfmURP0_
  11. Currect Version: 5.3.0 (09-08-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop ModDB 2035: Russian Armed Forces v5.3.0 Please if you like and want to support our mod, feel free to donate so that we can continue giving you quality work. 🙂 (Most of the money will go towards the mod improvement, as in better models etc.) For more 2035 high quality content, we recommend to check out our sister project ArmA3 Aegis! Please do check out and follow their BIS topic and Steam Workshop! =============== 1. DESCRIPTION =============== 2035: Russian Armed Forces focuses on adding a fictional "future" version of the Russian Armed Forces to ArmA3. Great effort has been put into an attempt to seamlessly integrate them into the 2035 era of the Armaverse, so that the faction could stand right next to the others in the base game (NATO, AAF, CSAT). Featured are: - Our own uniforms, vests, helmets and gear made completely from scratch (models and textures). - New vehicles and armor, ranging from T-14 Armata, Pancir AA launcher to the Kamaz trucks, Tigr and more. Tanks DLC features fully compatible. - Usable for any kind of enviroment. Various types of camo for both ground units (Flora, Partizan, Surpat, Desert, Winter... ) and vehicles/aircraft (Russian green, Desert, Nakikda, Winter, Arctic... ) and so on. - Russian weapon pack featuring new guns such as the AK12 (and its variants), AEK, Pecheneg, PP2000 etc. Marksman DLC features fully compatible. We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders that will be replaced in the future Mod is is currently compatible with Zeus, ASDG and ALiVE. ALiVE users: Faction name is "min_rf" (without quotation marks). =============== 2. REQUIREMENTS =============== - ArmA 3 ======================== 3. INSTALLATION/UNINSTALLATION ======================== Extract the folder @Min_RF into your ArmA3 game directory and enable the mod in the launcher. Also put the Mindas.bikey into the core Keys folder. - If using CBA/ASDG, you *MUST* use the "min_rf_wp_c.pbo" and the bisign from the ASDG folder, replacing the one in Addons - otherwise you will have no scopes. You also must do it after every update. For uninstallation, disable the mod in the launcher and delete the respective folder. ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck - Betatest, screenshots, permissions. AveryTheKitty & Aegis team - Asset sharing from Aegis and vice versa. Toadie2K - AK animations. TheEvanCat - Black Titan launcher. VanSchmoozin (VSM) - Balaclava model. Sabre One - Armata models. PetrTlach - Consultations. BadHabitz - Help with solving some of the retexturing problems concering the Titan launcher. Bohemia Interactive - The rest of the assets and ArmA3. ========================== 5. MODDER'S RESOURCE INFO ========================== - Retextures are okay. Any manner of them. Feel free releasing those without asking . (for those who are interested: HiddenSelections are enabled for both uniforms and weapons) - Same goes for using the mod as a requirement for another. - Please ask our permission before releasing mods that heavily alter or are based on the assets of this mod (models etc.) ========================= 6. CONTACT INFORMATION ========================= You can usually contact us on the respective forums. Mindas BIS Forums: https://forums.bohemia.net/profile/747965-mindas/ Armaholic: http://www.armaholic.com/users.php?m=details&id=62241&u=Mindas Deathstruck BIS Forums: https://forums.bistudio.com/user/751402-deathstruck/ Armaholic: http://www.armaholic.com/users.php?m=details&id=9573&u=Slashback ========================= 7. LEGAL STUFF/ DISCLAIMER ========================= By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, yaddy yadda. ================= 8. VERSION HISTORY ================= Click to expand the spoiler section to see the changelog. =============== 9. SCREENSHOTS =============== [Click to Enlarge] Current Version: Previous (Expand):
  12. Do you have what it takes to escape the depths of the bandit territory? Contract in Chains is a singleplayer or cooperative experience, either with stealthy survival or action packed combat for up to 4 players. OUT NOW | STEAM WORKSHOP Plot: "Malden, 2033. NATO peacekeeping operations are struggling to maintain their support while a growing insurgency arise. A contract marksman designated to eliminate their leader, ended up in the worst situation possible; captured, tortured and deep in bandit territory... " Features: ◈ Singleplayer / Cooperative 2-4 Players ◈ Stealthy Survival / Action Packed ◈ 25 to 45 minutes Gameplay ◈ Completely Vanilla ◈ Engaging Story ◈ Voice Acting ◈ Optional Side Tasks ◈ Optional Revive & Respawn ◈ Story Rich Custom Textures Link to credits here BEWARE: this is designed for locally hosted sessions. If it works on dedicated is unknown. Please feel free to give feedback, and of course report any bugs you find. Last but not least, enjoy the experience by yourself or with your friends! 🤗
  13. Quasar Fire

    Constant crashes

    Hello there, I have had Arma 3 for a few weeks now and have had a hard time playing it due to persistent crashes and freezes of the game. I can usually last 4 - 10 minutes before a crash and have only had it working when I am in the Eden Editor on VR. I have tried uninstalling it and reinstalling it to no avail, prioritizing the program for the CPU and running the program as an administrator. I am just running vanilla so I know that there aren't any mods that are affecting gameplay. My PC has specs that should be able to handle the game so I'm confused as to why it is crashing so much. If anyone has come over a problem like this I would greatly appreciate the help. Thanks
  14. So for awhile on a private server with friends we have been using Rubber edition CTI, but we want to update/change some things, for example uniforms, even just camo textures, I have found a few on the workshop but some are not signed/have no server key/or-just-broken. I was wondering if the community could point me towards a replacement pack, I currently have the amazing The CSAT Modification Project on the workshop. But I tried using a replacement mod for cup with the default factions Link to replacement project but it has no server keys or signed keys for the mods for a dedicated server. I just want to replace Nato and AAF/Fia/CTGR with cup or anything but can't find a solution?
  15. [COOP] Soldiers of fortune Malden Created by Terrafox Greetings to all! I present to you a scenario for a joint game in the vastness of Malden. In your task, as a unit of the "Soldiers of Fortune" corporation, find out the location of the boss of the hostile group "Terracorp", Sturmbannfuehrer Terrafox, and eliminate him. He moves around the map in any direction in his personal transport. The type of transport is chosen randomly. When Terrafox passes a large settlement, the headquarters informs the players about it by radio. This makes it easier to find, but it is naive to believe that the car will only go on the roads. Oh yes, I almost forgot ... The island is occupied by troops loyal to the Terracorp. Patrols, roadblocks, vehicles - everything that we love so much in Escape - mode. Complete the task, soldier! There will be no reward for failure. =================== This scenario is at the alpha testing stage. Request all questions, comments, suggestions to reflect in this topic, or send to e-mail: fylantrop08@gmail.com. No modifications required. The map is launched on the server [RU] Dimancho Sodliers of fortune. IP: port: 2335 discord: https://discord.gg/6yGYdG
  16. A mission I made (in-pbo credit is for my in-game name :)) There isn't really a particularly plausible story or such; the east-ies have set up all their units in defence of Kavala, where-as west tries to take them on at a significant numerical disadvantage for some surely serious reason, etc. 😛 Personally I've played and tested it on Veteran, so I'd suggest that but other difficulty-levels should work fine. Some things it does and doesn't have It was primarily made to be used for play with a private group of people rather than hosting on a public server but do as you please 😛 (It doesn't really try to do anything on the security front) It supports being run on a dedicated server. It doesn't support JIP. It can technically be played solo (if you can be bothered to team-switch for 6 hours 😄 Unless you're a wizard with AI-management maybe). It has a fairly comprehensive parameter list (there may be a couple that probably look mysterious, that's on purpose 😜). It doesn't really support translation (it does have a stringtable but there's some lacking dev as far as I remember, for that to "just work"). It doesn't rely on any add-ons (vanilla). Editing You'd need to regex the following in mission.sqm before editing it in the game's editor (otherwise the game would remove any such entries altogether, once saving): Search: (\$STR)(\w+)(;) Replace: "@STR$2"$3 (including quotes) Because I'm using the $STR_... way to reference the stringtable in mission.sqm ("@STR_..." has been fine for editing and running as server-player but had issues at least when the clients first acquired the mission from server in testing). Asset use Feel free to use any code or asset in there (the musical elements I cannot speak for though, since they're parts or modifications of pre-existing work (sfx are fine though)). Or use/re-release the mission itself in modified ways, etc. It's not all the neatest code though :] Bugs I most likely won't personally bug-fix the remaining things that are broken in there. The core features and actual gameplay shouldn't really have significant issues though. Some examples: The vehicle group "Tiger" can spawn stuck or in a dangerous location despite a light attempt to counter that, if placed to a custom location. The mission-provided UAV stuff doesn't necessarily sync with the UAV-terminal UI. The parameter-driven teamswitch/respawn/death handling can look a little "obvious"/rough. Revival parameters are entirely untested; might work, might not. Download [Updated: 22:28 24.08.2020: v1-03] https://drive.google.com/file/d/1IlY1AVf1WZvjJ4hXOtlBKRZ38ychZ_Ub/view?usp=sharing Hopefully somebody will get some fun out of that 🙂
  17. Hello, community! 🙂 I have tried to create a mod with units using Drongo's Config Generator. I know how it works and I have created some mods already. What I want to share is an issue when I made my last mod. I have used this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1124966491 for the uniforms and also Contact's Spetsnaz units, as my units should be Russians. I have tried the mod afterwards and only the uniforms are the CSAT vanilla (default) ones instead of the Russian variants. I have tried several times and I have got the same error every time, no matter if you units are from the F1 faction menu or the F2 groups menu. What could cause this problem? Thank you in advance! 🙂 🍻
  18. haleks


    Hello Earth! Do you remember when we found out Arma 3 could have been about aliens? I reckon it could have been a lot of fun, and a good occasion to transform the gameplay dynamics by opposing unconventional ennemies to our very conventional little soldiers. Some mods out there offer excellent solutions for alien lovers (FAP units, OPTRE FC and others), but I wanted to try my hand at something 100% vanilla for once... So here it is : Contact : A collection of scripts to simulate alien invasions This demo is very much WIP and will be updated with new features and optimizations. It is released as a Singleplayer mission, but all the scripts are designed to work in Multiplayer as well. The demo currently offers the following features : - A script to spawn alien ships with working AI. - Alien ships can move around, execute patrols or other tasks just like the vanilla AI. - Alien ships will attack spotted targets with semi-autonomous weapons - those can be shot down before they reach their target. - Although they may seem invincible at first glance, alien ships can be killed. Further additions are planned, such as improved audio and visual FX or new enemies for infantry combat. Have fun! Download : If you want to support me, enjoy my work, or simply would like to buy me a coffee, you can donate any amount you want, no matter how modest it may be. AAN Footage by our reporter @section 20
  19. I made this ages ago. Neglected to upload it to the workshop somehow. Its a remake of the brilliant BIS Tac Ops mission of the same name - so perhaps a massive spoiler alert if you haven't played through the DLC campaign. It is not a like for like facsimile, and the story is adjusted to be a continuation of At What Cost. Having said that you don't need to own any DLC. All the assets used I believe are platform assets. The mission was created for zeus-community using 2600K's fork of the F3 Framework which means that its packed full of features and parameters to play with such as weather, ZGM module for admin, safe start, JIP, drop in drop out radio channels, You don't need 61 people - I've left the AI slots open, so you could run this 'full' with as few as 8 people all the way up to 61. The mission briefing is laid out below. It is up to whoever takes the Commander slot to come up with a plan. Subcribe at the Steam Workshop Page. SITUATION The AAF has begun its crack down on the population of Altis. Your Company is assembled from civilians and a portion of the Altis Armed Forces who refuse to take part following the disgusting treatment of IDAP volunteers and the bombing of Zaros a few months ago. A local AAF militia force has fortified Galati and is using its check points to tax and harass the movement of goods, civilians and aid. We just got word of an IDAP supply convoy that has been prevented from moving north to Abdera. If we could secure this the treasure inside could easily keep our forces supplied for a couple of months. OBJECTIVES Take Galati and liberate the blockaded aid convoy. Ensure casualties are kept below (parameter selectable) percent. SPECIAL TASKS Galati is protected by three Check Points - Golf, Hotel and India. The town's garrison will likely call reinforcements from Sytra and Athira at the first sign of attack. If we were to assault and hold Hotel and India we could use the defences there to hold off any counter attacks from the AAF armored platoon at Athira and Syrta's mechanised forces. Once safe on the flanks we'll be able to move on the town, eliminate every last one of those bastards and call in our reserves to move the supplies later once the fighting has stopped. FRIENDLY FORCES Commander at your disposal you have: COMMAND GROUP A 2IC - keep him as your medic or put him in charge of a thing. 1st and 2nd Platoon Commanders - If you so wish to divide your forces these roles may be very useful. I would recommend that you use the extended Radio Channels to allow distinct leadership roles or groups to communicate without jamming the airwaves. Are your IFVs all moving together? Have the Command element in charge of them and the Vic Commanders all join a channel together. Are Alpha and Bravo moving together and supporting one-another and moving with one of the IFVs? Have their executive officer and SLS in a common channel. Need an intercom between Vic and Squad? - Put a squad member in charge of comms with the vic and hop on the channel. You could also give the mortar team a direct link to an assigned person in charge of calling fire missions in the Company or each platoon, squad or fire team. Remember that utilising these channels makes the yellow CO channel a way of address all Command elements and may mean talking over another radio channel in use. Another top tip is to record who is on which channel on the map for easy reference should someone need to get in touch and temporarily join the correct channel. RECON Romeo and Juliet - two 2 man teams with quad-bikes for deployment. Each team has a small supply of explosives for sabotage and a limited supply of .408 ammo for very long range engagements. Note they start away from the main force. INFANTRY Alpha, Bravo, Charlie and Delta - four 10 man squads of varying competence and ability. To get about they have a variety of unarmed re-purposed vics ranging from off-roads and 4WDs to trucks and vans. AFV-4 GORGON IFV1, 2 and 3. - When our men left the AAF they brought with them their tax payer funded tools! The three Gorgons are distinguished from their AAF counterparts by their camouflage. Each IFV has a cargo capacity of 8 men so use them as impromptu transports as well as infantry support. Remember these things are glass cannons. They, like the infantry, need cover and concealment in order to last the rounds. SUPPORT Mike - Mortar and Vehicle Rearm. Use the mortar team as a back of house resupply and support contingent. Their vic will also rearm our IFVs. ENEMY FORCES The AAF still have many recruits and some commanders have seen the benefits of becoming local warlords. Expect heavy resistance in the town and QRFS to come from the East and West to support the check points and Galati.
  20. SaltyNewt

    [SP] Head Count

    I don't have any flashy screenshots or trailers. I'm just a new mission maker who worked really hard on this mission and it's the first one that I finally finished. The link to it is here, it'd mean a lot to me if you guys gave it a spin and left some feedback. The mission follows Private Ewan Nichols in a story that runs parallel to the events of the Survive campaign, as he fights for his life on the AAF-controlled island of Stratis. I hopefully want to continue this story so let me know what you think.
  21. SaltyNewt

    [SP] Distress Call

    I'm back with another mission from this series I guess you could call it. Despite it only being made in a day, and a day after finishing the other one at that, I think I've made some serious improvements. If you wanna check it out the link is here. I'd highly appreciate it if you gave it a rating and left me some feedback as to how I can improve as a mission maker. Thanks again.
  22. I do understand the use of the Virtual Arsenal. Testing stuff out. Looking through available stuff. But what use is the option for saving / loading loadouts in the vehicle section? I cannot load custom vehicle loadouts as Zeus to make these destinct. There are no vehicle arsenals where i could change the look of my car. Why is there then an option to save my grey Angara if i will never use it in a vanilla setting. Whats the use of it? There should be an option to load specific visual customization either as Zeus or as the player. I think there should be more stuff you should be able to save and customize. But sadly there is not even an option to use the vehicle loadouts.
  23. So I see that the DLC vehicle templates are included in 'Arma 3 Samples' but not the base game vehicle templates like "Offroad 01" / "C_Offroad_01_F". Does such a template exist for the original offroad vehicle? I've found some community templates for it but they don't have the layer detail and are hard to paint properly. fingers crossed!
  24. YouTube Advert: Who are we? Zeus Community, an open community which has been playing Arma since the OFP days in 2001. Our Teamspeak server is our primary home with more information available via our website, forum and Discord channel. Links provided below. What should I expect on your server? We strive for Milsim oriented gameplay. In the hierarchical command structure, players are expected to follow the orders of their superiors and take responsibility of their subordinates. Communication and teamwork is key. Lone-wolfing, purposely ignoring commands, and other selfish behaviours will not be tolerated. We do employ some basic Standard Operating Procedures (SOPs) and radio procedures for the sake of efficiency but nothing overly complex which can't be understood quickly while playing. We play mostly cooperative (PvE) missions at platoon scale (around 30 players) though we have been known to play Team vs Team (PvP) missions on occasion. How many ArmA 3 servers do you run? Two main game servers: One “vanilla” public server and one “addon” server. The vanilla public server is open to anyone interested in milsim gameplay, experienced or new, as long as you don’t break server rules of course. For the public server, there is not a mandatory mod requirement though we do often play missions which require official DLC such as Apex for the Tanoa terrain. However, it is strongly recommended that players to connect to our Teamspeak server (even if you don't have a mic) since we use Teamspeak for pre-mission briefing, post-mission debriefing, and on-mission squad comms (instead of group/green channel). We also recommend that players install our optional custom modpack called "ZClient" which includes very useful clientside mods such as ShackTac HUD (see Info Repo link below). On the other hand, the addon server requires all players to have a working mic and installation of our custom addon server modpacks which includes gameplay enhancing mods such as ACE3, ACRE 2, RHS, additional terrains and more. It is recommended that newcomers try out our vanilla public server before considering moving on to our addon server where gameplay is slightly more hardcore (e.i. always revive vs permanent death). What times do you play? Zeus Community #1 Public: Gamenight every Sunday & Thursday, start 18:30 UK time (GMT/BST) Zeus Community #2 Addon: Gamenight every Saturday & Wednesday, start 18:00 UK time (GMT/BST) Why should I choose Zeus Community? Milsim gameplay but without the role-playing fluff. While the missions we run on our servers do employ a hierarchical command structure, the community itself (outside of gameplay) does not have player ranking, role whitelisting, or any other unnecessary RP fluff like some other milsim communities. No need for "Sir! Yes sir!". No mandatory training or minimum attendance required. We are an open community so we don't punish players if they happen to have a busy life and can't commit to playing games on a regular basis. We only ask that you don't slot into mission critical roles (e.g. squad leader, pilot, etc.) for a mission if there is a reasonable chance that you may have to go AFK for significant periods of time. Also, although we do employ basic SOPs, radio comm procedures, and we do organise optional training sessions, we don't require newcomers to undergo mandatory training before they can play. Just listen to your leaders, follow the example of more experienced players and you will quickly familiarise yourself with how we operate. In-community developed, custom missions. Using the 3den Editor tool, 99% of the missions we run on our servers are developed by the community, for the community. While we do allow our community’s developers creative freedom, we still maintain quality standards for our missions. Do note that, despite a coincidence in the name, we actually rarely play Zeus Game Master missions (our community name predates ArmA 3's ZGM gamemode). High frequency of brand new missions to play. Most milsim communities are stuck with a relatively small pool of missions to replay for months where new missions are produced on an infrequent basis. Our community on the other hand, benefits from a combined pool of around 600+ missions and produces an average of 5 brand new missions across both servers each week for the community to play. Mission diversity. Unlike many other milsim communities, we don't limit ourselves to particular factions, equipment, vehicles or mission objectives. In one mission you may be a guerrilla fighter with limited equipment tasked with ambushing an enemy convoy, and then in the next mission you may be a tank crewman in a combined arms scenario with CAS and artillery support. Even revive or respawn mechanics (or lack thereof) can differ between missions. Diversity is the spice of life. Servers Zeus Community #1 Public - IP address: Port number: 2302 Zeus Community #2 Addon - IP address: Port Number: 2310 Links Teamspeak: teamspeak.zeus-community.net Website: https://zeus-community.net/a3/ Forum: https://zeus-community.net/a3forums/index.php Information Repository: https://goo.gl/mLQgP5 Steam Group: https://steamcommunity.com/groups/ZeusCommunity Discord: https://discord.gg/v6yng8p Questions? If you need more info, our Information Repository (link above) provides extensive information and tutorials. Also, feel free to message me if you have any questions or queries.
  25. Hi folks! This is my official release of "Operation Nightingale", a singleplayer campaign set in Chernarus 2008. Features 14 missions including the prologue. No mods required so you don't have to download anything unnecessary. I'll soon update my mission pack and if you haven't tried it yet, please check it out too! Here's the Mediafire download link: https://www.mediafire.com/file/35b9ena5fa5aoan/spc_nightingale_1-01.pbo/file Yeah and you know all the copyright stuff. If you want to edit my campaign in any way, please contact me and I'll see what can be done. DON'T STEAL MY STUFF WITHOUT A PERMISSION AND PROPER CREDIT! You got that!? This campaign does not represent my current mission editing skills as it was developed almost a year ago and lots of shit has changed since then. However, I did a little rework over the campaign but I kept most of the concept as original. My editing methods have changed alot. Thanks. Version 1.01 Fixed trigger script execution paths for mission #1 "Common Enemy".