Jump to content

Search the Community

Showing results for tags 'vehicles'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Saint Kapaulio
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 86 results

  1. Introduction The primary purpose of this mod is to further complement Project Opfor and RHS packs to allow 3CB mission makers, and the wider community, to add extra units, vehicles, and weapons to their missions By 3 Commando Brigade (http://www.3commandobrigade.com) Contents For full details of this and all our mods, plus our contributors, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-factions/ This mod adds the following complete factions: BLUFOR Altis Armed Forces African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Militia African Desert Police Afghan National Army Afghan National Army - Commandos Afghan National Army - Afghan Partnering Unit Afghan Border Police Afghan National Police Afghan National Police - Quick Reaction Force Afghan National Police - National Interdictional Unit Ardistan Army Chernarus Civilians Chernarus Local Defence Militia Chernarus Police Department Chernarussian Movement of the Blue Star Chernarussian Movement of the Blue Star - Winter Cold War (Early) US Forces Cold War (Late) US Forces Malden Defence Force NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Pro-Government Militia United Nations INDFOR Altis Armed Forces African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Extremists African Desert Militia African Desert Police Ardistan Army Chernarus Civilians Chernarus Nationalist Militia Chernarus Police Department Chernarussian Movement of the Green Star Chernarussian Movement of the Green Star - Winter Malden Defence Force NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Tribal Fighters United Nations OPFOR Altis Armed Forces African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Extremists African Desert Militia African Desert Police Ardistan Army Chernarus Anti-Government Militia Chernarus Civilians Chernarus Police Department Chernarussian Movement of the Red Star Chernarussian Movement of the Red Star - Winter Cold War (Early) Soviet Forces Cold War (Late) Soviet Forces Malden Defence Force NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Insurgents CIVILIANS Chernarus Civilians Takistan Civilians African Desert Civilians In addition, this mod also adds extra vehicles to the following factions: AAF FIA RHS CDF Regulars RHS CDF National Guard RHS HIDF RHS US Army Finnish Defence Force Hotfix 5.0.3 Added Kolgujev Defence Force Insignia to Mi-8s, Mi-24s, Mig-29s and SU-25s Changed ADA Opfor basic infantry rifle and corrected unit names Changed SVD for older Dragunov version on African Desert Extremists and African Desert Militia Snipers Fixed Incorrect Blufor Takistan Army 2D / 4D Humvee Eden Preview Images Fixed Incorrect texture reference on AAF 2DR Humvee skin selectable via Virtual Garage Fixed M16A3 not having full auto fire mode Fixed M60A3 driver turned out KIA animation Fixed Missing Indfor / Opfor Ardistan Jet Pilot uniform Fixed Missing Indfor / Opfor Malden Jet Pilot uniform Fixed Missing NFA 5 Hilux texture Fixed Mystere wheels visible through the hull when retracted Fixed T-34 front gunner positions Fixed T-34 gunner weapon floating outside the turret Improved alignment of Mystere gun sight Improved M60 tank handling and speed on climbs Improved position of pilot / copilot and seat on Cessna variants to reduce clipping while under G Force Improved T-34, T-55, T-72 tank handling, top speed, and speed on climbs Release notes 5.0.0 Added ACH Choc Chip Helmet variant Added Aero Commander 500 Added Animated Dovetail Mount to AK47 and RPK Added Ardistan Army faction to all sides Added Australian Army camouflage variant to LAV Added BI License plate system to older cars Added Binoculars to dedicated Crew units loadouts Added Cessna 172 and T-41 Mescalero Added ChDSZ, ChDZZ, and ChDKZ Winter infantry variants Added CZ 75 Czechmate pistol Added Donated MTLB Nogovan Defence Force texture as optional in Virtual Garage Added Early T-80s variants to Early Soviet faction Added Famas F1 and Famas F1 M203 Added FFV to T-34 commander and gunner Added FFV to T-55 commander and gunner Added FFV to T-72 gunner Added Kolgujev Army faction to all sides Added Land Cruiser Added Large Fishing Vessel Added M1025 TOW to Blufor AAF Added M240 Turrets - Iron Sights and Elcan optic variants Added Malden Defence Force faction to all sides Added Mystere Fighter Bomber Added New backpacks Added New M16A2 model and renamed existing to M16A3 Added New MP5 variants Added Nogovan Freedom Alliance (Operation Flashpoint-style FIA) to all sides Added Nogova Police Department Added Patchless variants of Woodland uniforms Added Pickups Added Older 2S6 Tunguska Added RBS-70 static launcher Added RHS towing system to suitable vehicles Added T-80s to Soviet Late faction Changed Inheritance from rhs_assault_umbts_engineer to rhs_assault_umbts_engineer_empty on engineer packs to remove toolkit automatically loading Changed Reload speeds on T-55 and T-34 to match real life average rounds per minute Changed Scud tyre material from tyre.rvmat to tyre_armoured.rvmat Changed Takistan militia factions Sniper to use older Dragunov rifle Fixed '&' in displayed name breaking inventory gear naming Fixed AAF M240 M113 having IFF panels Fixed Error in MaxxPro CfgPatches Fixed Face sorting on covered land rover to prevent 'blue' interior canvas supports at LOD3 Fixed Fishing Boat convexities in Buoyancy LOD Fixed Fishing Boat weapons starting engine Fixed Front ZU-23 assistant gunner on Fishing Boat Front Zu23 being indestructible Fixed G3 & M14 non-railed variants being able to mount railed optics Fixed Incorrect 'Chedaki' textures on ChDSZ and ChDZZ vehicles Fixed Incorrect Eden Preview image for ADM IED maker Fixed Incorrect regular units appearing in 'Chedaki' SF Groups Fixed Incorrect tracer magazine colours for ChDKZ and ChDZZ RPK AR units Fixed Issues on Scud textures Fixed LAV-25s lack of resistance to HE ammo Fixed M60 tank wreck model Fixed M16A1 and M16A2 using different reload sounds to RHS M16A4 Fixed Missing ChDSZ, ChDZZ, ChDKZ SF groups Fixed Missing pistol from ChDSZ, ChDZZ, and ChDKZ sniper and spotter Fixed Missing seat positions on ANA, AAF, and CW US Late armed UH60M Fixed RPK-74 using incorrect ammo Fixed Suppressor on non-SF ChDSZ, ChDZZ, ChDKZ spotter weapon Fixed T-34 driver death animation Fixed T-72 aerial not completely turning with turret Fixed T-72 commander optic Fixed T-72 missing turret servo sounds when moving Fixed Tunguska handling Fixed Tunguska radar, cannon, missile ranges, ranging depending on variant Fixed Uniforms broken by RHS update Fixed Vodnik Front PKM turret Fixed Zu23 gunners on Fishing Boats being ejected when killed Improved AN-2 crew animations and added new pedal, engine and throttle lever animations Improved AN-2 glass sheen Removed RHS weapons, equipment and gear from vehicle inventories Removed T-72 / T80 modern variants incorrectly added to Early / Late Soviet factions Numerous other small bug fixes and adjustments Screenshots Download Current version 5.0.3, released 07/08/2021 Download from: Steam Workshop License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  2. alky_lee

    Pilgrimage - Ported

    NOTE: As of 19 August 2019, I will no longer be updating this forum. This is due to the forum becoming locked every time I update it. It is just untenable. Feel free to continue posting in the comments. The excellent single player mission by Rydygier was originally set on Altis. Official ports were provided for Chernarus, Lingor and Bornholm and links to those missions can be found on the Pilgrimage topic. Rydygier is currently busy with real life but has given permission for players to port the mission to other maps. The purpose of this page is to provide links to the unofficial ports of the mission that have been kept up to date. Some early ports have not been updated and may no longer work, so will not be featured here. When porting some players will add their own preferences into the mission, so they may vary slightly from the official missions and have extra features. Some maps, especially landlocked terrains, will require different mechanics to end the mission. The following missions have been updated to the latest version of Pilgrimage (1.95) Common Links - CUP Terrains - Core, CBA_A3 **** IMPORTANT NOTE - On landlocked terrains, where you start with a vehicle, you NEED that VEHICLE to finish the mission **** Al Rayak (Requirements CUP Core, G.O.S Al Rayak) - Al Rayak by Alky Lee Altis (Requirements - Cessna 185 Skywagon, Real World Weather, Advanced Rappelling ) - Altis by Pvt Partz (Notes) Anizay (Requirements - Anizay, CUP Core) - Anizay by Major Stiffy Australia (Requirements - Australia) Australia by Alky Lee Beketov (requires CUP Core, Beketov) Beketov by Major Stiffy Cambodia Real (Requirements - Apex, Prei Khmaoch Luong , Unsung Vietnam War Mod 3.2 , CUP Units 1.9.1, CUP Weapons 1.9.1, CUP Vehicles 1.9.1 , CBA 3.4.0.170627 , Asian Factions for CUP , Advanced Repelling ) - Cambodia REAL by Pvt Partz (Notes) Chernarus Redux (requires CUP Core, Chernarus Redux) Chernarus Redux by Major Stiffy *** New *** CLA Clafghan (Requires CUP Core, CLA Clafghan) CLA Clafghan by Major Stiffy Dingor (Requires CUP Core, Lingor + Dingor Island) Dingor by Alky Lee Isla Duala (Requires CUP Core, Isla Duala) Isla Duala by Alky Lee Kujari (Requires CUP Core, Kujari) Kujari by Vafana Kujari by Major Stiffy Lingor (Requires CUP Core, Lingor + Dingor Island) Lingor by Major Stiffy Lythium (requires Lythium, JBad Buildings) - Lythium by Major Stiffy Livonia (Requires Contact DLC) - Livonia by Vafana Malden - Malden by Alky Lee Namalsk ( Requirements - Namalsk , Namalsk CUP Replace (Rail Patch), Namalsk Light Patch V2 ) - Namalsk by Pvt Partz (Notes) Napf - (Requires CUP Core , Napf) - Napf by Alky Lee Panthera - (Requires CUP Core, Island Panthera) - Panthera by Alky Lee Rosche - (Requires Rosche, MBG Buildings, CUP Core) - Rosche by Major Stiffy Staszów - (Requires CUP Core, CBA_A3, IFA3_AIO_Lite) - Staszów by Pvt Partz (Notes) Summa - (Requires CUP Core, Summa) - Summa by Major Stiffy Tanoa - Tanoa by Vafana Taunus - (Requirements - Taunus, Arma's Nature, CUP Terrains Complete, Eden Editor Objects) - Taunus by Pvt Partz (Notes) Vidda - (Requirement - Vidda ) - Vidda by Pvt Partz (Notes) The following missions still use an earlier version of Pilgrimage (1.95 beta 1) Altis - Altis by Major Stiffy Cambodia (Requires Prei Khmaoch Luong | ព្រៃខ្មោចលង ) - Cambodia by Major Stiffy Chernarus (Requires CUP Core) - Chernarus by Major Stiffy (Requires Open Chernarus) Chernarus Winter (Requires CUP Core, Chernarus Winter) - Chernarus Winter by Major Stiffy (Requires Open Chernarus), Chernarus Winter by Alky Lee Kerama Islands (Requires Kerama Islands & CUP Core) - Kerama Islands by Major Stiffy Kobbvatn (Requires Kobbvatn, CUP Core, CUP Terrains - CWA, CUP Terrains - Maps, Xin_Ponds, ) - Kobbvatn by Major Stiffy Malden - Malden by A2012V, Malden by Major Stiffy Sahrani (Requires CUP Terrains - Core, CUP Terrains - Maps) -- Sahrani by Major Stiffy,, Sahrani port by Vafana Stratis - Stratis by Major Stiffy Tanoa - Tanoa by rsoftokz, Tanoa by Major Stiffy Tembelan (Requires Tembelan) - Tembelan by Major Stiffy Vidda (Requires Vidda) - Vidda by Major Stiffy CO-OP Altis by Major Stiffy (wip 10) Cambodia by Major Stiffy Chernarus by Major Stiffy Chernarus Redux by Major Stiffy Lingor by Major Stiffy Lythium by Major Stiffy & Pvt Partz Malden by Major Stiffy Stratis by Major Stiffy Tanoa by Major Stiffy Other BI Forum Topics Pilgrimage, Silent---Unseen by Pvt Partz Pilgrimage Ported Variations by rsoftokz SP-COOP Pilgrimage TANOA Edition by rsoftokz Update Log
  3. Description Weapon shop Gear shop Units shop Vehicles shop Dealer, trader... Installation/Usage/Download/Updates GitHub Notes Works in MP If you use RHS, weapons name in editor can't be used in the shop, see post #62 Screenshot Click Me Armaholic Armaholic Topic
  4. MrCats Special Weapons And Tactics (SWAT) Mod [V1.0.1] introduction Welcome to my SWAT Mod for Arma 3. I'm a big fan of the SWAT TV series. That's why I developed this mod. This mod is also still under development, but an update with new content appears almost every week. My SWAT Mod adds new swat style combat vests, belts, helmets and uniforms to Arma 3. Vehicles are also included. But at the moment there is only one armored SWAT truck. Download my modification on Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2623846349 What is new - Tactical SWAT Vest - Tactical SWAT Belt - JPC Vest - Helmet with or without hearing protection - Vapid TARV - Lore-Friendly Bearcat -> automatic generated license plate -> Armor -> Lightbar + Sirens -> mew Airhorn + Signal Siren -> destructible body What is planned - Earpieces - Emerson 6094 Vest - More Versions for the SWAT Vests - SWAT Vehicles (Dodge Charger, Chevrolet Tahoe) - Weapons (40mm LAPD) Bugs Did you find any bugs or problems? Then write us a message immediately! Credits All vests, belts, holsters, pouches and helmet were bought by me from TurboSquid and CGTrade. Taser created by SZ Dan Axon Cam created by Hanako SWAT Patches created by Me Screenshots created by Adrian Aguilera (Choko) & kuro Vapid TARV - Lore-Friendly Bearcat by NACHO PELTOR PTT created by Razor9200 LAPD Badge creatd by me Important Links My Discord My Website some Pictures Update from 22nd October 2021 New Tactical Vest and Belt
  5. Legalize89

    Helicopters and other vehicles

    Hello, I recently discovered this game and i enjoy playing it, however if i run a mission i made myself with vehicles such as helicopters and such... i can not fly them or drive them because i dont own the supporters package. Now i browsed around and found out it is no longer available for purchase, wich for a game that is no longer being developped is an ok decision. However to have the vehicles still locked by having to purchase something that is not available is not. You made a nice game and it did not get the deserved audience i think the game is awesome for a free game, i would like to fly around and drive around though... Is there a way to spawn in vehicles that i can use without the supporter package or activate the supporter package on my account? Legalize89.
  6. Welcome to Vandeanson’s Apocalypse All info is kept up to date below: Workshop Vandeanson's Apocalypse DISCORD
  7. Add-on for WW4 EXTENDED, an unofficial expansion for WW4 v2.5 (by Sanctuary) Requirements WW4 v2.5 WW4 Extended v1.0 or greater (full installation) WW4 Extended: Cold War Kegetys' Winter Nogojev v1.1 Download Version 1.3 - https://www.mediafire.com/download/yd1tit11htfdnhz/WW4EXT_ARCTIC_v13.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_v13.zip Patch 1.3.1 Install after the main download. - https://www.mediafire.com/download/cyxy87v31kwmgy6/WW4EXT_ARCTIC_v131_patch.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_Patch_v1.3.1.zip Hotfix Install after the patch. https://copy.com/ONYWMvPAi4CgV39v Arctic is now also bundled in the new WW4 Extended installer. You can find download links here if you want an automated, no hassle, way to install all this. Manual installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4EXT_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC; Launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Delete any previous installation of this expansion (by deleting the WW4EXT_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC folder inside your ARMA Cold War Assault one . In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC Editor Categories You can find the units and vehicles in: You can also find premade groups with those units in the GROUPS (F2) window. Available winter islands for OFP/CWA Check this list: http://ofp-faguss.com/islands.php?type=Winter&reviewed=Any&sort=Rating&order=DESC Screenshots Album (v1.0): https://imgur.com/a/hWHzJ Changelog Credits - Sanctuary (WW4!) - Kegetys (Winter Nogojev sounds and vehicle models and textures) - krzychuzokecia (help on several aspects for v1.2 release) - Apocalypse83 (feedback and testing)
  8. Explanation of the Mobile Weapons Project The Mobile Weapons Project is a futuristic conversion mod set at the turn of the 22nd century. The intent of the mod is to create a futuristic and immersive setting in ARMA that allows the users to have a unique sci-fi experience. To that end we have created multiple unique systems and functions for the players to help them feel like the soldiers of tomorrow or.. next week. The project will explore multiple concepts for the soldiers of the future through the use of multiple factions and looking to real world experimental projects to help us make grounded equipment and technologies. Examples of this can be seen in our first work, the Conqueror Suit and its planned features such as suits requiring spare parts should the suit get damaged and fuel cells that need to be swapped out when empty. The World of the Mobile Weapons Project 5 years of constant conflicts between the superpowers of the world, never openly becoming a world war, but coming very close on several occasions. The so called 5 years of fire were sparked by the deaths of most of the major world leaders due to negligence on the part of a North American Unions weapons manufacturer known as the Mobile Weapons Manufacturer. This led to the MWM being globally barred from selling weapons and the CEO and a good portion of the board being sentenced to prison or death to appease the world's powers. Many nations started banding together for protection and to gain strength after feeling like they'd been embarrassed and made to look weak. Inevitably this led to conflicts both internally and externally as policies changed and expansionism took over the world again. The Great Pacific Alliance formed with China and Japan at its heart in the East, The nations of Europe having dissolved the European Union formed a new alliance named the European Alliance, and the NAU became isolationist once again only focusing on protecting vital resources and their borders. The final faction to arise during these times was the private army for hire known as the Mobile Weapons Unit who were contracted by the NAU to assist them and their allies. Sporting experimental equipment rejected by the NAU the MWU would be considered a waste of money until the battle in the ghost city of Hing Cho where a company of the MWU tore out their powered armors internal A/Cs and inadvertently solved the issues the suits had been having. If you'd like to learn more feel free to join us at our discord https://discord.gg/YK7wDmQ The Mods Current State Currently the mod has been focusing on developing the Mobile Weapons Unit fraction of our mod. Equipped in experimental power armor rejected by the NAU the MWU was originally just the security force for MWM rebranded and trained to be PMCs after their barring from selling guns the MWU has a lot of experimental weapons and equipment that allows us to set a great tone for the mod and get certain groundwork in place for future developments in the mod. With the MWU we started with the Jet Pack and focused on trying to make it able to do three things. The MWU Faction in game 1. We wanted the jet pack to be controllable unlike anything we’d experienced before in ARMA. To this end we not only added short jumps but retros a jump where you aim mechanic that affects the length of your jump and where you jump. Testing the jetpack for controllability Retros 2. We wanted the jet pack to be very mobile until a lot of others we’ve seen where its short jumps primarily in a uniform manner. Testing out the long jump 3. We wanted the jet packs to have limited fuel instead of the recharge systems we’ve seen in other jet packs. Through testing within the unit we use as testers and based on our universe, we discovered that the common jetpack controls people use overlap important tactical abilities like slowly opening a door, so we implemented a jetpack safety system which shut down the jetpacks systems while activated and allowed use of those features again. Next came the powered armor, we wanted it to make sense for the lore and maintain a sense of realism. We started with a concept of a powered under suit that had armor over it which housed systems meant to help run the suit. (We abandoned the powered undersuit for more traditional EXO’s in the upgraded version however) The Armor came out nice, but after increasing the survivability of soldiers we looked to increase their effectiveness. We tried to go with logical upgrades and features a suit of powered armor would offer. The suit turns on and off so these upgrades can be toggles. The suit offers increased speed represented by slightly increased movement speed, increased strength represented by an decrease in recoil by about 30%. The suits HUD offers useful tactical data to the user, distance to target, compass, targets grid coordinates, players velocity, and altitude. Ex. . Finally, since the suit was designed to allow soldiers to operate in the upper atmosphere, we implemented a shielding system. Running on limited charge the shield deplete after every instance that would hit a player at high velocity. (Frag grenades drop the shields very fast) the shields don't recharge organically, but need to have their power cell manually replaced or charged. This gives operators shielding, all though limited. Due to the internal circuitry and such the armor runs very hot on thermals, in fact hot enough heat seeker missiles will chase the suit over certain vehicles. With all this experimental equipment we felt we needed just a bit more to truly make a player feel immersed. So we're working on implementing an armor break system. The system makes it so when hit on certain points there's a chance that certain suit functions will cease to work properly unless the part is repaired or replaced. Future Plans for the Mod While the mod isn't posted yet its near the point where we can share it with the public so we decided to make this post. With that in mind we currently plan on focusing on the faction's infantry, this includes their weapon suits and potential enhancements. We want to try different concepts for vehicles, aircraft and eventually want to add in mechs. For terrain we want to see if we can simulate Zero G combat. At this time we don’t have anyone who can do vehicles or mechs and need help in general to get the bigger stuff in. Below you can see models we are currently working on adding to the game or are in the concept phase. Concept Pictures Those interest in playing the mod or helping with its development can join here on the discord and someone will be with you to help get you situated! https://discord.gg/8zd8kHKKRR Update: the mod was released here is a link for those interested https://discord.gg/8zd8kHKKRR
  9. After ArmA 2 and Since 2013 for ArmA 3, we have released for the community many addons bringing the French Army into ArmA : R3F French Weapons Pack with the emblematic french FAMAS, LGI the individual grenade launcher, Missile launcher as M.M.P. ... R3F Units with Uniforms inspired by french "treillis", R3F Objects as DAGR GPS item, We open now a new chapter with R3F VEHICULES. We have decided to complete the release of one vehicle after another instead of beta versions of many. The first one is the P.V.P. , "Petit Véhicule Protégé" : "Small Protected vehicle" a light, general-purpose armoured 4-wheel drive vehicle used by the French Army, made by Panhard." to quote Wikipedia. The second one is the "Griffon" or VBMR 'Vehicule Blindé Multi Role" : "Multi purpose Armor vehicle". With unarmed version and teleoperated M2 12.7 ou Grenade launcher 40mm. It has alos powerful optronic and cooperativ abilities. Since Version 1.2 the R3F MMP is now included : it is a 5th generation missile launcher with "man in the loop" function. A 81mm mortar used in french army forces is added. Version 1.2 : - R3F VBMR heavy armored version and anti-RPG SLAT - R3F PVP : added in virtual arsenal - added R3F MMP version 1.2 (previously in R3F Weapons Pack) - added R3F Mo 81mm (previously in R3F Weapons Pack) Version 1.1 : added : - R3F PVP FN - R3F PVP UN - R3F PVP Gendarmerie - customisation in virtual garage - R3F VBMR - R3F VBMR TOP 12.7 - R3F VBMR LG40mm - FN MAG static fixed : - default open hatch - dampers settings - water passing ability - various details Version 1.0 : - R3F PVP CE : unarmed PVP with 5 places - R3F PVP CE TOP : PVP armed with FN MAG 7.62 Teleoperated Turret - R3F PVP CE TOP COMMANDEMENT : PVP armed with FN MAG 7.62 Teleoperated Turret with radiocommunication analysis system on our R3F OPEX H24 mission. - R3F PVP CE TOP EOD : PVP armed with FN MAG 7.62 Teleoperated Turret with IED detection system on our R3F OPEX H24 mission. It is a 1.0 version witch means that it is complete and fonctionnal vehicle after many MP test by our team. As a 1.0 version it is due to progress and open the way to more content. Our goal is to follow the French army "Programme SCORPION". So en Avant ! DOWNLOAD here : 122 Mo http://forum.team-r3f.org/downloads https://steamcommunity.com/sharedfiles/filedetails/?id=2020968835 INSTALLATION: Same as always, unzip and use modfolder. Read the guide: http://forums.bistudio.com/Beginners-guide-How-do-i-install-mods-addons REQUIREMENTS: -Arma 3 STABLE BRANCH USING IT: A Documentation (PDF) is provided, with classnames
  10. Introduction Vehicles of the British Royal Marines Commandos and other UK Armed Forces. By 3 Commando Brigade (http://www.3commandobrigade.com) Contents Bulldog - Armoured Personnel Carrier Coyote - Tactical Support Vehicle Husky - Tactical Support Vehicle Jackal 2 - Light Patrol / Fire-Support Vehicle Land Rovers - Soft Vehicle (including Panama ROV) HX (MAN) Truck - Logistics Support Vehicle Panther CLV - Command and Liaison Vehicle Warrior - Infantry Fighting Vehicle Offshore Raiding Craft - Rigid Hull Inflatable Assault Boat Apache - Helicopter Merlin - Helicopter Wildcat - Helicopter Reaper - Drone For full details of this and all our mods, plus our contributors, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/ CHANGE LOG VERSION 10.0 Husky TSV: Added Husky variants RAF MQ-9a Reaper Drone: Added Reaper variants Fv510 Warrior: Added Warrior variants Jackal/Coyote: Added curved roll bar variant Added green variant Increased ACE cargo capacity Fixed wheel alignment Added pedals Improved IED resistance Panther: Fixed visual bug with aerials Improved IED resistance Bulldog: Improved IED resistance Servicing: Added ACE fuel cannister to servicing menu Vehicle Weapons: Updated HEAT warheads for Milan and Hellfire All vehicles: Added damage effects to vehicle engines Videos Download Current version 10, released 16 Dec 2019 Download from: Steam Workshop License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  11. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  12. The Lowlands Warrior team has decided to start releasing Alpha stage mods in order to get more feedback on the content and maybe encourage more modders to join the team History Back in the early 2000's LLW started as a mod for the original Rainbow Six series, creating a large arsenal of NL Army/Marines weapons. Shortly afterwards they started creating content for Operations:Flashpoint (aka Arma: Cold War Assault) They released a large pack with terrains, vehicles, aircraft, weapons and units which what THE only dutch armed forces mod around at the time. Current plan The LLW team is not as big as in the old days. Many have stopped modding. Although, those who still have a bit of spare time dream about doing what was done before, this time in Arma 3. (Or 4?) Whatever we are creating now will be released here in the following posts. We hope every one will enjoy the mods, even while in early development stage. Website: Going through an overhaul...
  13. I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
  14. THE KUNDUZ INSURGENCY AIS [SP/MP Coop-14] by 1-506Ranger STEAM LINK: The Kunduz Insurgency AIS ACE version utilizing ADV - Medical available here: The Kunduz Insurgency ACE The Kunduz Insurgency AIS is optimized for SP with Psycho's AIS revive system. This mission is MP coop ready, but instead of ACE, a number of immersion scripts and AIS make this a much more tolerable Single Player ALiVE insurgency experience as AI will heal the player (if AI teammates are not in direct contact) when you are down. READ THE MAP BRIEFING AND DIARY SECTIONS IN-GAME Features: AIS revive - nothing needed to stabilize and revive , first aid kit/medkit needed to heal smaller injuries. F/A 18 - 25 CAS sorties (JDAM and CBU only) available to Leaders only. FOB West - Independent 81mm mortars will fire at will in support of operations. If you see red smoke in an area of contact, withdraw to a safe distance. ALiVE Combat Support - Transport, CAS, and 1 x 105mm howitzer available for indirect fire support. BAF Ground and Air Service available at both FOBs for rearm and refuel ZLT field repair in effect, toolkit needed after 5 repairs. Troop recruitment available at both FOBs and US OP. SEE STEAM PAGE FOR REQUIRED AND RECOMMENDED CLIENT SIDE MODS Script Credits: *AIS Revive - Psycho *ArmaPhronk - CRS, Earplugs and IR Strobe *johnnyboy - JBOY Combat Up Down *JW Custom - Close Air Support Field System *Neko-Arrow - Mortars *Pokertour - ATM Airdrop *Psycho - AIS Revive *zealot111 - Realistic Field Repair *Quicksilver - QS icons ***Thanks to HeroesandvillainsOS for use of the core content of his ALiVE diaries (edited) - see map in-game for more information
  15. EO Factions will provide a selection of post apocalyptic/survival themed factions using gear from my own gear packs and various DLC's, first up.... RFG Survivors: 8 Individual units, groups with vehicles. Street Patrol. Scavenger Squad. Zodiac Boat Patrol. Prowler Patrol (Armed/Unarmed). Zeus compatible. Server key included. RFG Survivors play as BLUFOR. Steam Workshop. Coming soon...
  16. vAiDriving Multiplayer Script by Valmont RELEASED! Improved Ai Driving and Civilian Pedestrian Simulation will now also increase your FPS rather than decrease it! (Three for the price of one, order NOW!) (promotion ends when Arma 4 releases or we run out of stock!) EDIT: -SOLD OUT- Inspired by (And adapted from) the work of the Ai Driving master @RCA3 ! REQUIRES CBA_A3 ! vAiDrive Main Features: 1) Greatly reduces the chances of Ai Driven Vehicles colliding with objects, vehicles and other units. 2) Greatly improved the chances of Ai Driven Vehicles evading other vehicles and units. 3) Since version 13 the script is able to handle the waypoints and movement of both vehicles and pedestrians and therefore it no longer needs manual waypoints setup by the mission maker. All that is required now is the placement of civilian vehicles and units on the scenario and the script does the rest. 4) By giving vehicles the optimal amount of waypoints, waypoint distance, timeout and position while also giving pedestrians custom routines that mimic real urban movement patterns the immersion of any mission using civilians is greatly increased. 5) Has the option to cache far away units and vehicles being handled by the script. 6) Due to its many optimizations, instead of having a toll on server performance this script actually INCREASES the performance (FPS) on the server! Extra Features: 1) Ai units in the way of vehicles will move away from the streets and into buildings. 2) Option for Handled vehicles to open closed bargates automatically. 3) Option to add random uniforms and gear to civilian pedestrians automatically. 4) Ai vehicle Drivers will occasionally use their horns when a obstacle is in front. 5) Ai Drivers are optimized for driving! And if their vehicle run out of fuel then they exit the vehicle and the script stops (liberating resources). 6) The script uses a combination of scheduled and unscheduled Environments to achieve that virtual CERO impact on performance. OBS: Since version 13 it is nearly impossible to have fatalities of any kind due to bad Ai Driving with vAiDriving enabled (for the CIVILIAN SIDE). CHANGELOG: How it works: Limitations: Usage: Script Optional Configs: The script (Updated to version 12): PS: This script aims towards making the Ai Driven vehicles brake better. If you actually want to make the Ai drive better then you should use @RCA3's amazing AI Driving Control. (Link in spoiler Below) Enjoy and I am looking forward for suggestions and testing input! Special thanks to @RCA3 again for his work and sharing his amazing scripts and mods with us! vAiDriving version 13 Demo Mission (Malden) DOWNLOAD LINK: https://drive.google.com/open?id=133RUlQmcrzXFxV9RLC27sdIQYOLkFyR5 PS2: I haven't tested this script as a CONVOY but I believe it should also help with convoy missions probably. (Please report your results)
  17. Hi, I will post this because i havent found so much info related to class compartmentsLights. I have been helped by reyhard on the Arma 3 Discord. - Requieres the "points" to be defined in the model.p3d Memory LOD. - Requires compartments defined for all: driverCompartments = Compartment1; cargoCompartments[] = {Compartment1}; // and gunnerCompartments = "Compartment1"; in his respective turret class And this in myVehicle class: class compartmentsLights { class Comp1 // first class is asociated with Compartment1, second with Compartment2,.... { class Light1 { color[] = { 100,100,100 }; ambient[] = { 100,100,100 }; intensity = 0.1; size = 0; useFlare = 0; flareSize = 0; flareMaxDistance = 0; dayLight = 0; blinking = 0; class Attenuation { start = 0; constant = 0; linear = 1; quadratic = 70; hardLimitStart = 0.15; hardLimitEnd = 1.0; }; point = "light_interior1"; }; class Light2 : Light1 { point = "light_interior4"; }; class Light3 : Light1 { color[] = { 300,0,0 }; ambient[] = { 300,0,0 }; point = "light_interior2"; class Attenuation: Attenuation { start = 0; constant = 0; linear = 1; quadratic = 70; hardLimitStart = 0.5; hardLimitEnd = 1.5; }; }; class Light4 : Light3 { point = "light_interior3"; }; }; };
  18. Hello I'm using the "CAR_F" from Arma 3 Samples to try to configure the FFV (Fire From Vehicle). More or less it works but it does not finish going as I want. I want you to not be able to shoot inside and have the same animation as the others who are sitting (Proxy.Cargo01.XX). Once you go out with the "turn in" I want it to stand up and be able to shoot as if you were out of the vehicle. Some references: MyTestAddonPbo: https://drive.google.com/drive/folders/1qv4Nbt2gfjcp5g31MHKcmNPY1pNiWM0m?usp=sharing Reference 1: https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Firing_from_vehicles Reference 2: Thx for your help, Spyke
  19. 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):
  20. The Mora behaves very weird on destruction. It flys throug the air almost every time and the Wreck gets stuck in the ground. I encountered this bug already a few weeks ago. I now reinstalled Arma, making sure no mod are enabled. Didn't fix it thou. Here a video that showcases the bug. https://www.youtube.com/watch?v=tDVdJIRHQqQ Am i the only one with that bug?
  21. Unofficial expansion for WW4 v2.5 (by Sanctuary) Features Lots of new units and vehicles that expand the original WW4 selection for all sides Several support call options (CAS, transport, fire missions) Custom menu to issue squad orders and call for support Infantry units can be equipped with rucksacks, and AI units are able to use them Visual and sound effects (tracers, bullet cracks) All extra features are toggleable Fixes to some vanilla WW4 bugs Requirements WW4 v2.5 (already bundled in the installer version) Download Installer WW4 Extended v1.1 Complete Installer This installer contains the main expansion plus the Cold War and Arctic extensions. Vanilla WW4 is also included in the installer. - https://www.mediafire.com/download/f6x39b45drv0mkh/WW4_Extended_v1.1_Setup.exe Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v11-complete-installer OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_full_v11.exe WW4 Extended v1.1.1 Patch Installer Installer that patches WW4 Extended to version 1.1.1. It includes the previously released scripts hotfix. Apply this patch after the main installer. - https://www.mediafire.com/download/jry2rnbcsr0uc3x/WW4_Extended_Patch_v1.1.1_Setup.exe Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v111-patch-installer OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_Patch_v1.1.1.exe Hotfix https://copy.com/vhAGUc9cqkurWiC4 Zip files Main EXT v1.1 Infantry, objects, scripts and music. - https://www.mediafire.com/download/yxc227kn2bf86rd/WW4_EXT_v11.zip Main EXT v1.1.1 Patch - https://www.mediafire.com/download/r654y307y6ssdyp/WW4_EXT_v111_patch.zip Vehicles EXT v1.1 Just vehicles. Requires Main EXT. - https://www.mediafire.com/download/5nx4nkc7t4oydh6/WW4_EXT_VEH_v11.zip Vehicles EXT v1.1.1 Patch - http://www.mediafire.com/download/4dum8u1qhg8jmge/WW4_EXT_VEH_v111_patch.zip OFP v1.96 compatibility patch Rename the file from ww4ext_inf_cfg.pbo.OFP to ww4ext_inf_cfg.pbo and place it in the addons folder inside WW4_EXT. - https://www.mediafire.com/download/86d97zspupnjk9c/WW4_Extended_OFP_patch_v111.zip Manual Installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4_EXT and related folders) Decompress the zip file and place the WW4_EXT folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH; Launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Delete any previous installation of this expansion (by deleting the WW4_EXT and related folders) Decompress the zip file and place the WW4_EXT folder inside your ARMA Cold War Assault one . In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH; Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH; I've written more detailed instructions here. Configs for non-bundled vehicles For them to work properly you'll have to download both the custom config and the addons proper. All these vehicles listed here are entirely optional. Download non-bundled configs for v1.0: - https://www.mediafire.com/download/sx6fgmb7l8v6e6r/WW4_EXT3P_v1.zip Check the readme of the configs for detailed instructions and a list of the required pbos for each listed addon. Mi-2 Requires: Mi-2 version 1.1, by Our Weapons team(ftp://ftp.ofpr.info/ofpd/unofaddons2/Mi-2pack_byNO.exe) Extra Addons for EXT These are already included in the installer version. WW4 Extended: Cold War: Infantry and vehicle units from the 80’s Cold War era for all sides (already bundled in the installer version) WW4 Extended: Arctic: Infantry and vehicle units for arctic and winter islands from the 80’s Cold War era for all sides (already bundled in the installer version) Editor Categories You can find the units and vehicles in: You can also find premade groups with those units in the GROUPS (F2) window. Vehicle and Unit Classes There's now some txt files with class names inside WW4_EXT\_docs\Class names. Here you can check spreadsheets with the unit names and classes of the vehicles and units used in WW4 EXT: (Outdated) https://drive.google.com/folderview?id=0By2CaodBQ84GT3RYVW5fWEIzT1k&usp=sharing&tid=0By2CaodBQ84GN1RDM0ctazhyNlk#list Screenshots v1.0 album: http://imgur.com/a/NXoiC Assorted images from previous versions: Extra Features Manual The Extra Features Manual can be found here. This document is also bundled in the zip and installer files. MLODs and textures for v1.1 I've finally gone ahead and sorted and updated almost everything used in v1.1. The only things you won't find are the models that aren't explicitely public domain or that I'm able to share for one reason or another (middle east units, zils, BTRs, BMDs...) and the vehicle texture masters. With that said, if there's still something that shouldn't be there please let me know and I'll reupload the zip files with those models removed. WW4 Extended v1.1 MLODs WW4 Extended v1.1 Infantry textures WW4 Extended v1.1 Infantry textures for Cold War and Arctic Note that the texture masters are in GIMP format (.xcf). Use them at will, as long is in an Arma game (there's the ported Arma vehicles there, and those have that restriction). No credit is required, although it'd be appreciated. Changelog You can see the full changelog here. Credits Credits can now be found here. This document is also bundled in the zip and installer files. -- EDIT: Updated to v1.1.1
  22. Two things I love? Single Player games and the Hind D. As great as those missiles are, the nose mounted cannon is completely off limits to a single player like me 😞 Do you fine people think it's possible for me to write a script that enables the mouse to control the gun and camera while the player character sits in the pilot seat and flies with WASD? I can actually fire the gun as the pilot using BIS_fnc_fire: [assignedVehicle player, "GI-2"] call BIS_fnc_fire; It's just a matter of getting the gun track the mouse! How do I do this? Basically I want to bring the way a single player and AI crew control a tank to helicopters such as the hind D. Is this possible? Can we change the helicopters roles so the gunner seat is classed as a commander seat maybe? (left right foward stop forward 😉)
  23. When a player is in the driving position in a vehicle, it's easy to find out that he is the driver: // assuming player is in driving seat assignedVehicleRole player; // returns "driver" However, when you're the commander or gunner you get an array that's the "turret path" of what turret you're in: // assuming player is in commanding turret (assignedVehicleRole player) select 1; // returns [0,0] often, but the commander turret can vary depending on vehicle, especially modded vehicles If the commanding turret were always [0,0] I could use that to detect if the player is in the commanding position. However sometimes it's [0,1], and on modded vehicles it can [5] or [6]. I thought that (allTurrets [_this, true]) select 1// [[0],[0,0]] might have been the answer. That the last entry in the array it returns was always the commanding turret. This is not the case, again, often not on modded vehicles. Basically I'm about to go ahead and hard code every single vehicle name in my script with a reference to which turret path is the commanding position. However, before I do that, is there a cleverer way to find out if the player is in the commanding position? The moveInCommander command always moves the player to the commanding position, so there must be a way to query the vehicle and for it to give the commanding position / commanding turret path, right?
  24. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  25. I am trying to make it so a vehicle on the ground. In this Case, a ZU-23 Either cant be locked onto by ANTI-RADIATION Etc. Or is confused because there is a lot of targets. As well as Mess up Less guided systems. Basically I want to make a target that guided munitions are ineffective against.
×