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Found 53 results

  1. Summary/Info Task Force Leviathan Vehicles is a mod that aims to replicate real life vehicles/equipment used by various SOF/SF units within the US Armed Forces. I am going to keep it clean and straight to the point, There is currently no release date but so far progress is going faster than we expected and it's looking good. We currently have a few more vehicles we require which will be obtained relatively soon, since then we are finishing the assets for the vehicles such as turrets, mounts, accessories etc. Vehicle List OSHKOSH MATV OSHKOSH JLTV POLARIS MRZR FORD F-150 FORD F-350 King Ranch FORD F-450 Super Duty DODGE RAM 1500 REBEL TRX TOYOTA TACOMA TRD PRO 4Runner TOYOTA TACOMA TRD OFFROAD TOYOTA LAND-CRUISER TOYOTA HILUX (Not Acquired yet) TOYOTA LAND-CRUISER 70 DUAL CAB (Not Acquired Yet) DEVELOPERS: The current members who are working on the mod. MAL - (3D Modeling, Game Implementation) DIRKS - (3D Modeling, Texturing) Crocswithmysocks - (3D Modeling) LTF - (Texturing) We are open to anyone who is willing to help us out, just shoot me a message on here or on our discord if you would like to contribute or assist in anyway :) (We are Specifically looking for more 3D Model Artists as well as more people to implement the models in-game) DISCORD: https://discord.gg/ZeJSR4V
  2. Currect Version: 5.1.1. (03-06-2018) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (616, 02MB) Steam Workshop 2035: Russian Armed Forces v5.1.1 ModDB PlayWithSix 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. 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. 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):
  3. 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
  4. I have got this code casGroup = _this select 0; casPos = _this select 1; casSpawn = _this select 2; _getIn = casGroup addWaypoint [position player, 0]; [casGroup, 1] setWaypointType "GETIN NEAREST"; when I fly a helicoper to the AI he won't get in, but with a boat it has. I have not tried with a car. (the heli was a hellenic mod one) what is wrong with the code that makes this happen, or is it the mod edit: with waypoints in the editor the AI happily get into the heli
  5. Introduction Vehicles of the British Royal Marines Commandos and other UK Armed Forces. By 3 Commando Brigade (http://www.3commandobrigade.com) Contents (version 7) Bulldog Land Rovers 'Coyote' Tactical Support Vehicle 'Jackal 2' Light Patrol / Fire-Support Vehicle 'Apache' Helicopter 'Merlin' Helicopter 'Wildcat' Helicopter New to version 7: Bulldog, along with a list of updates to our existing vehicles. For full details of this and all our mods, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/ CHANGE LOG VERSION 7.0 Apache Added support for Jet DLC Pylon system Improved destruct textures Coyote / Jackal Added 'PIP' bounding boxes to mirrors and screens Added 'vehicle in vehicle' bounding boxes Fixed HMG L111A1 carry handle Fixed HMG L111A1 rotation on Coyote P HMG Woodland Fixed incorrect naming of 'maxDroop' variable name Improved damage and destruct textures Land Rover Added missing passenger proxy to WMIK GPMG variant Added 'PIP' bounding boxes to mirrors and screens Adjusted memory point for lens flare position Fixed clan logo on Soft Top variant Fixed incorrect naming of 'maxDroop' variable name Fixed WMIK HMG carry handle Improved Dashboard texture layers Merlin Added Eden Editor Attribute to enable pre-folding of HC4 / HM2 tail and rotor on spawn Improved destruct textures Improved lock detection system Wildcat Fixed Cockpit search light - works when pilot has activated helicopter main lights Fixed incorrect inheritance of class Sounds Improved destruct textures Improved lock detection system Bulldog The FV432 armour personnel carrier has been used in the British Army since the 1960’s. The FV432 Mark 3 “Bulldog” is an up-armoured variant, introduced in late 2006, for use in Iraq and Afghanistan. The Bulldog’s improvements include an up-rated engine, reactive armour as well as IED jammers. Highlights All new high-resolution textures with weathering Realistic driving performance with dynamic suspension FFV (firing from vehicle) Automatic unique vehicle identification plates Integration of long-range @task_force_radio pack in vehicle for driver/commander/gunner Custom GPMG and HMG weapon models with muzzle flash, heat haze and new sounds Opening rear hatch and rear door Transportable vehicle ammunition, stored in vehicle cargo Crew of 3, plus accommodation for 8 troops Land Rover The Land Rover has been a familiar sight in the British Army since the 1950s, the latest model of which is the Defender 110 (eXtra Duty). During its illustrious service it has undertaken many roles in numerous climates. Several of these are now represented in Arma 3. Highlights All new high-resolution textures with weathering Realistic driving performance with dynamic suspension Sling-loading capability FFV (firing from vehicle) Externally attached UK3CB BAF bergens and equipment (with functionality when combined with other UK3CB mod packs) Automatic or manual door opening, doors can be used for limited cover High-powered Search light on Snatch models Usable Sun Visors Spare tyres mounted on vehicle that can be used via ACE3 interaction Automatic unique vehicle identification plates Integration of long-range @task_force_radio pack in vehicle for driver/commander/gunner Ambulance variant acts as a medical vehicle for healing units, and include animated stretchers Custom GPMG, HMG, GMG and MILAN weapon models with muzzle flash, heat haze and new sounds Transportable vehicle ammunition, stored in vehicle cargo Head lights with high/low beam option Interior lighting on Snatch and Ambulance models Flashing Blue Lights and Sirens on Ambulance and Police models Illuminated dashboard and icons Camera shake on firing Animated aerials Deployable camo nets on WMIKs Soft top defender can be stripped down for Merlin transportation AW101 MERLIN HM2, HC3 and HC4 The Merlin HM2, HC3 and HC4 are advanced, medium support helicopter designed to operate away from base workshops and in difficult terrain. It is an all-weather, day and night, multi-role helicopter used in both tactical and strategic operational roles. With a five tonne lifting capability, a diverse range of bulky cargo can be carried internally or underslung, including artillery, Land Rovers and light-strike vehicles. Highlights Advanced Flight Model Working suspension and wheels New navigation, landing and anti-collision (strobe) lights Cabin interior lighting added and optimised for night-time operations Custom animations for gunners Automatically applied sequential real-life serial numbers MFDs show camera and CCTV feeds from inside the cargo bay, the ramp, sling-load and starboard winch Unarmed variants with 18, 24 or 32 passengers, including 2x Firing From Vehicle (FFV) Armed variant with 18 seats (2xFFV), 3 GPMG Gunners CSAR variant with 10 seats (2xFFV), 2 Stretchers, 3 GPMG Gunners Sling-Loading - capable of picking up loads up to 5 tonnes, including a Land Rover Camera shake and heat haze and smoke effects on firing Animated winch on starboard side, with @ace3 fast roping Copilot Searchlight based on Thommen HSL-1600 (4-20deg, 1000m range) Improved Flare/Chaff and Infrared Jammer Voice warning system Jackal 2 and Coyote TSV Jackal 2 is a high mobility weapons platform, used by British Armed Forces in the role of deep battlespace reconnaissance, rapid assault and fire support. The Coyote TSV (Tactical Support Vehicle), introduced for operations in Afghanistan and entering service in late 2010, is based on a 6x6 derivative of the Jackal. With a crew of 3, two variants are provided - a transport version with 8 passenger seats, or a logistics version with just 2 passenger seats but a larger cargo carrying capacity. Highlights All new high-resolution textures with weathering Realistic driving performance with dynamic suspension FFV (firing from vehicle) Automatic or manual door opening, doors can be used for cover Choice of which side to dismount Automatic unique vehicle identification plates Additional seating position at the rear of the Jackal and Coyote Coyote Passenger variant can carry a full Section plus vehicle Coyote Logistics variant acts as a Refuel/Repair/Rearm vehicle Custom GPMG, HMG and GMG weapon models with muzzle flash, heat haze and new sounds Transportable vehicle ammunition, stored in vehicle cargo Head lights with high/low beam option Rear facing camera on driver dashboard Apache AH1 The Apache AH Mk 1 (often known as the Apache AH1) is an attack helicopter produced by AgustaWestland, under license from Boeing, for the British Army. It was custom built to meet the mission specific requirements of the UK Armed Forces, being a derivative of the US Army's AH-64D Apache. Highlights Advanced Flight Model Working suspension and wheels All texture maps extensively overhauled and upgraded Automatically applied sequential real-life serial numbers Module based customisable rearm / re-role selection options which can be attached to any object by mission makers in the Editor or Zeus Weapon pylons pitch with the gunner's aim Infrared Jammer All new damage model referencing critical systems on the airframe Customised Helmet Mounted Displays (HMDs) AW159 Wildcat AH1 / HMA2 The AgustaWestland AW159 Wildcat is an improved version of the Westland Super Lynx military helicopter designed to serve in the battlefield utility, search & rescue and anti-surface warfare roles. In British service, common variants are being operated by both the Royal Navy and British Army to replace their ageing Lynx Mk.7/8/9 rotorcraft. Highlights Advanced Flight Model Working suspension and wheels Rotating surveillance turret seen from inside cockpit Under-nose Selex Seaspray multi-mode surveillance radar (HMA2) Two-tone grey camouflage pattern Panel lines and riveting more in keeping with the Wildcat Automatically applied sequential real-life serial numbers 6 or 8 passenger seats, including 2x Firing From Vehicle (FFV) Sling loading Copilot Searchlight based on Thommen HSL-1600 Variants with Hellfire and CRV7 rockets Infrared Jammer All new damage model referencing critical systems on the airframe Customised Helmet Mounted Displays (HMDs) Screenshots Download Current version 7, released 18 March 2018 Download from Google Drive License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  6. Ravage Devastated Altis

    Background: I made this with inspiration by Haleks Mission "Tales from nowhere, Episode 2: 2047". Description: The white plague spread mercilessly. More and more civilians infected themselves with the fungus, and became mad or died in agony. The ecosystem on altis was completely destroyed by wars and nuclear pollution. Earthquakes and dry thunderstorms shatter the area since then. It hasn't rained for months. Shortly before the entire infrastructure on Altis collapsed, CSAT started an automatic cleaning protocol on its numerous remaining drones. Due to an intended error in the control system code, an already infected and insane hacker was able to overwrite the commands before his death and give the drones their own AI. Now they roam around on Altis and erase everything that comes into their path! Features: Scripts in Mission: - Play in Single (self hosted) or Multiplayer mode - Open World Endless Survival Sandbox - Fight against Zombies, Guerillas and Renegades but don't mess with the drones! - Survive the harsh environment - Dynamic Group system - Safezones and Traders - Radioactive Zones - Static and dynamic Bandit Camp Spawns - dynamic Shipwrecks - Earplugs (press "6" to put in and out) - Placeable Respawn Camps - Mobile HQ - Some crazy Postapocalyptic Stuff i builded Be careful, if u die u loose all ur Equipment! Mods u need: - Ravage - CBA_A3 - Friths Ruin Recommended Mods: - JSRS Soundmod - Dawn of the Dead: Infected Skins Addon - Sullen Skies for Altis,Stratis, Malden and VR Map - Enhanced Movement - QS Mag Repack Compatible Mods: - RHS Complete Pack - Cup Weapons & Units - Warfare Thai Mod - Iron Front Lite UPDATE: - added Safezone and Traders - added Radioactive Zones - added Dynamic Bandit Camp Script by Vandeanson - added Safezone Heli Taxi and Heli Taxi Base - added GF_Earplugs - added Shipwrecks by Vandeanson - added Mobile HQ - Added patroling Darter to BLUFOR Base(s) (Not connectable for players) - Added Artilery Option for Players (only at Mainbase!) - Changed behavior of Guards at Mainbase (They should now Attack all kind of enemies) - Made a few additions to Mainbase - Added small Outpost next to Base - Added Artillery Base - Changed some Markers at the Map - players will now loose all equipment when they die and not being revived - removed Random Respawns If u want to play in Singleplayer just host it on LAN DEDICATED SERVER VERSION (AS REQUESTED): https://www.dropbox.com/s/ct51kkd84aie2hu/RavageDevastated_Server.Altis.pbo?dl=0 (Just right click, download) Dropbox Download: https://www.dropbox.com/s/b2czem825usatvj/RavageDevastated.Altis.pbo?dl=0 (Just right click, download) Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1383493530
  7. I've got some issues with vehicles in convoys and need a way to debug them. Short question: How can I access the functions shown in this picture by BI: (source: https://dev.arma3.com/post/ai-path-following-improvements) I'm mainly interested in the vehicle path, but the speed and steering graphs would be nice as well. Long question: My main problem are randomly stopping vehicles. I set up a mission with a convoy, which has a defined start- and endpoint. The vehicles get spawned at the startpoint, start to move as a convoy and get despawned at the endpoint. So far so good, the script is working fine. But somewhere on their way some of the vehicles just stop and won't move any further except for the leader. The leader then reduces its speed for the other vehicles to catch up, which never happens. The stopped vehicles wait for about 1 minute and then even shut off their engine, as if they had no destination. When the leader reaches its destination and gets despawned, some of the stopped vehicles start moving again and the same thing repeats itself until every vehicle got to its destination (which takes hours). To debug this behavior, I need some kind of debug function that shows me why they are stopping. Thus the question how I can show the vehicle path from the provided picture.
  8. Add-on for WW4 Extended, an unofficial expansion for WW4 v2.5 (by Sanctuary) Requirements WW4 v2.5 by Sanctuary WW4 Extended v1.0 or greater (both infantry and bundled vehicles) Download v1.1 - https://www.mediafire.com/download/6w738syn3o2mgdg/WW4EXT_CW_v11.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_CW_v11.zip Hotfix - https://www.mediafire.com/download/eozc382t51oe4v1/WW4EXT_CW_v111_mission.zip Cold War 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_CW folder) Decompress the zip file and place the WW4EXT_CW 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; Use the new shortcut to launch the game. 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_CW folder) Decompress the zip file and place the WW4EXT_CW 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; 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; Editor Categories You can find the units and vehicles in: West WW4 EXT/US Cold War/Rifle WW4 EXT/US Cold War/Recon WW4 EXT/US Cold War/SOF WW4 EXT/US Cold War/SOF/Rangers WW4 EXT/US Cold War/Vehicles WW4 EXT/US Cold War/SOF/Vehicles East WW4 EXT/Soviet Cold War/Rifle WW4 EXT/Soviet Cold War/Spetsnaz WW4 EXT/Soviet Cold War/Vehicles Resistance WW4 EXT/Guerrilla Cold War WW4 EXT/Guerrilla Cold War/Vehicles You can also find pre-made groups with those units in the GROUPS (F2) window. Changelog Credits Sanctuary (WW4!) krzychuzokecia (help on several aspects for v1 release) Apocalypse83 (feedback and testing)
  9. I'm making a mission in which you control the camera of the MQ-4A-Greyhawk drone. It's flying at about 1000m altitude above an enemy base. You are supposed to identify a certain target and call a strike. The problem is the AI keeps spotting the drone, but I don't want them to do that. So what can I do to change that? I have tried editing with the advanced Eden mod, but I don't think it has the needed features. Ty :) Edit: more details on the symptoms (idk, maybe it's important). When the drone arrives you can see two patrols and some stationary dudes (more arrive by truck later). After some time they start looking up into the air in the direction of the drone (This is what I interpret as them spotting the drone). A little while later they break patrol and crouch/go prone while still looking in the direction of the drone, but From what I can tell, they never shoot at it though.
  10. Hello, As part of the changes made for the upcoming Tanks DLC, we have just upgraded three wheeled APCs with fully modeled interiors. You can try them on Dev-Branch already, we would like to encourage you to post your feedback to this thread. To clarify, interiors are still work in progress and are also subject to change. The plan is to introduce them to all vanilla armored vehicles as part of a free platform update. We hope you find them as enjoyable and immersive as we do, please let us know what you think! More about the interiors and their development in the latest Report In!
  11. I mean we need a Police Update for the campaign and roleplayers of Arma 3. 1. Altis Police with a Police Offroad (texture) and a better Police Boat (texture) i mean the greek blue, withe strips looks really bad. Maybe a Heli like the unarmored WY-55 Hellcat. 2. Tanoa Gendarmerie with Police MB 4WD and Police Boat (texture), Tonoa is a group of islands (it make no sense when the police have nothing on the water). Maybe a Heli like the MH-9 Hummingbird.
  12. ArmA III has many different vehicles, each with several different available textures. Some like the offroad (and now with the release of Tanks DLC, most armored vehicles as well) even have certain components like doors, camo nets, bags, and supplemental armor that can be added or removed. I love these customization options-- the only problem: it's impossible to edit any of this in-game. My friends and I like to play scenarios using MCC and Zeus to create missions on-the-fly rather than create them beforehand in Eden. This allows for spontaneity and overall shorter prep time. However, Zeus currently lacks the ability to edit vehicle appearance in any way. Currently, if I want an offroad with a different camo pattern or a tank with extra armor around the tracks, I have to edit a scenario to include that specific vehicle for the one missions I will use it in. Adding the ability to customize vehicle appearance to Zeus would go a long way in allowing players like myself to enjoy some of these customization options, especially now that some of them actually have function (e.g. supplemental armor around tank tracks). Players had similar complaints after Jets DLC dropped and there was no way to edit the pylons in Zeus, and then that feature was added. It seems like it'd be similarly easy to add this as well. TL;DR We should be able to edit vehicle appearance in Zeus like we do in Eden.
  13. Hi there, please use this place to discuss the "Firing from vehicles" feature, available on dev-branch since today (rev. 127272) OPREP with details: http://dev.arma3.com/post/oprep-firing-from-vehicles
  14. Don't know about you, but I'm tired of running around with a US flag on my Shoulder.... A W.I.P FICTIONAL Custom re-texture of Vanilla ARMA 3 Gear with Custom CAMO's Using Color Pallettes from Altis and Tanoa + Some other classics. It's not my purpose to perfectly recreate the current ADF, this is a futiristic, fictional retexture. Content:Units, Cars, Trucks, Helicopters, Light Armor, Heavy Armour, Planes and much more! taking requests!7 Total Different Infantry Cams now :)Requires... NOTHING! External Dependencies All removed :) This is W.I.P, any constructive Feedback Welcomed and encouraged. Available on Steam Workshop :)
  15. Space; the Final frontier. These are the voyages of the starship Enterprise. Its five-year mission: to explore strange new worlds; to seek out new life and new civilisations; to boldly go where no man has gone before. - Cpt James T. Kirk Welcome to ArmA 3: Star Trek - Evolution! This mod aims to develop starships and weapons, seen from most of the popular series and titles of Star Trek! The project was originaly inspired of Abs' effort towards his mod 'Star Trek: Road to The Stars', which I intend to keep this at high priority. The project is not only inspired of Abs' mod, but prior to the next movie, "Star Trek: Beyond", which is in cinemas by 22nd July, 2016! In addition, plans are not final and more features may be on the way, this may include: Borg faction, characters, land vehicles and gear. To kick-start the project, below are preview shots on what starships and weapons will be added. Starships: Federation: - Armstrong Class (Finished) - Constitution Class (In Queue) - Intrepid Class (Finished) - Kelvin Class (In Queue) - Mayflower Class (Finished) - Newton Class (Finished) - Saladin Class - Refit (Finished) - Mk. 9 Federation Shuttle (In Queue) Klingon: - Bird of Prey (In Queue) - K'Tinga (Underway) Romulan: - D'deridex (In Queue) Weapons: - Phaser Rifle (In Queue) - Phaser Pistol (In Queue) - Sniper Rifle (In Queue) - Vulcan SMG (In Queue) Also sneak peak at a prototype test for the warp drive system. Disclaimer: - Starships and weapons will be developed from scratch, not ripped or ported (as I already frown upon illegal activity). What this means, is that they will be developed straight from scratch in 3DS Max 2015 (Student Version) and in Blender. In order to construct the models, orientations/blueprints (like all modellers will use) will be used to accurately design the models. If you would like to know where I get most of these orientations/blueprints, you can find them Here. The two weapon pictures you see (Sniper Rifle and Vulcan SMG), however, can be found Here.
  16. I think I ran into a problem. I purchased the supporters' pack on steam and recently started to use the editor. Every time I start a single player game from the editor it lets me use vehicles for a certain amount of time and then prevents me from doing so again stating that I need to purchase that item in order to be able to use it (which I've already done, since I bought the supporters' pack). Is it a connection problem? Does anybody else have the same problem? I'm all for helping the developers by giving them some money but I want to be able to use vehicles in the editor mode as promised.
  17. Hello everyone, this is something that's been bothering me for a long time and it has been probably addressed a few times. I still want to talk about it again though, and that's the exploding vehicles. Is there any mod out there (or perhaps even plans from BIS) that simply stops vehicles from exploding? I really don't crave any fancy damage model, I honestly just want them to stop exploding, like, make them stay in the heavy damaged state so the crew bails and you can repair them later if you get the chance. It looks good enough and way better/realistic than the model which the vehicle gets turned into after an explosion. Don't get me wrong, I highly appreciate anything BIs gave to us since they released the alpha like shooting from vehicles and making it possible to rest your weapons, but from an immersion & polishing standpoint this is something that should've been high priority ( at least imo.).
  18. Survivable Crashes (& Shoot-downs) When activated, this mod allows the crew of a vehicle to survive it's destruction and escape with some damage taken. While designed for helicopters, vehicle classes may be whitelisted. When the vehicle reaches fatal damage, players will be knocked unconscious, ejected when near the ground, applied randomized damage, and then woken up. The vehicle will explode after 40-80 seconds. These effects may be customized by using the Survivable Crashes Settings Module in your mission. ACE3 damage will be automatically applied if it is in the active mod pack. Videos: Crash @ 2:00 Crash @ 1:50 Additional Information Download: Github Releases Notes:
  19. The wiki page referes to the forum but not to a specific thread, so I am assuming there is none yet. Anyway my feedback so far: "Its great, so great.. greatest dynamic loadout system by far" - Donald Trump However, the list isn't sorted or grouped in a specific way. Just by adding our "Swedish Forces Pack" bombs, the list starts growing quite a bit. Playing with SFP, RHS and perhaps 2 more mods and this will be a real issue. Also, in the wiki page there is no reference how to enable it on your own airplane .p3d. I managed to make custom pylons, and custom weapons on the A164 Wipeout but not enabling it on my own plane.
  20. I am having a bit of an issue with something I tried to do extensive research on. I am trying to make some preset vehicles that the Zeus can edit, start out with being able to respawn on position. When I use a Vehicle Respawn module placed in the editor, and sync that module to an Add Editable Objects module for Zeus, the vehicles aren't editable even if the vehicles themselves were added to the Add Editable Objects module. Only if I remove the Vehicle Respawn module, and keep the vehicles synced to the Add Editable Objects can the Zeus edit the vehicles. I need some alternatives to fix it, if you can help me find a way to make any of my ideas work, I would most appreciate it! Try to make it so any vehicles spawned by the Vehicle Respawn module will be added for the Zeus to edit. Make it so if the Zeus deletes the Vehicle Respawn module, have all the vehicles associated with it delete. A script/initialize string that will enable/set the respawn option for vehicles to the On current position for the Zeus. So that way the game starts with the vehicles being able to respawn on position. Have the vehicles use a respawn script that doesn't require the respawn module. I would appreciate anyone who could help me out!
  21. NLMARSOF V2.185

    Changelog V2.185 Added : BluForce model M81/Multicam uniform/Groups (4 man Specialist teams), Added : BluForce model Survival Divers M81/Multicam, Added : CombatLifeSafer armpatches, Changed : Amphibious Groups (Drivers can abandon ship and evade). Changelog V2.17 Added : Apex Dependancy, Added : Vehicle in vehicle compatibility, Added : F-35 "Joint Strike Fighter" "Made by Olli Koskelainen", Added : Mali Mission "Multicam" Units, Uniforms, Helmets and Backpacks, Added : Expansion.pbo (Readme in optional folder), Added : extra names to names.hpp, Added : UN vest + Helmet, Added : Additional Ammo types to the HK-MP5, Added : Light Machinegunner to all groups, Added : Anti-Air Operator to all groups, Added : AA-AmmoBearer to al groups, Added : Small amount of weapons/ammo to CH-47F in case of emergency, Changed : Ammo crate model, Changed : Ammo crates inventory updated, Changed : Vehicle Inventory (Standardized all vehicles inventory with current weapons/ammo), Changed : cfgGroups extended, Changed : M-Squadron Coverall color/exposure, Changed : Infantry weapons to new Apex update "HK416/417's", Changed : Vehicles color/exposure (A3 Apex update), Changed : Equipment color/exposure, Changed : LandRover's Cargo positions (FVV), Changed : Mod's Logo + visibillity increased, Changed : Nomex Coveralls ui Icons, Changed : AmmoBags Loadout (Camouflaged bags and Single color bags have slightly different loadouts due to the M-Squadron's HK-MP5's), Changed : CH-47F Freedom of movement in cargo during flight (switch seats), Changed : Much more that i forgot to document, Fixed : Carrera Goggles class inherit (glass), Fixed : CH-47F Advanced Flight Model, Fixed : CH-47F Damper issue, Fixed : CH-47F Rear wheel steering (disabled for now), Fixed : AT soldiers can handle their NLAW in a responsible way now, it is given back to them, Fixed : Carrera Goggles class inherit, Fixed : Nomex coverall's arm patch flickering over distance, Removed : CH-47F Walkable Hull (blocked 50% of downwash) see no reason to maintain it with current vehicle in cargo setup, Removed : Dependancy's RH_M4 and RH_acc, Removed : Some Duplicates. ChangeLog V2.16 Added : SH-14D ACE3 Fastrope compatibility, Added : CH-47F ACE3 Fastrope Compatibility, Added : CH-47F ACE3 Cargospace Compatibility, Added : C-130 ACE3 Cargospace Compatibility, Added : CH-47F Roadway Lod (walkable hull) not in flight, Added : CH-47F "Gray" (new paint scheme), Added : CH-47F Window Whiper on middle window, Added : C-130 Hercules, Added : LandRover (GS), Added : LandRover (WIMIK), Fixed : SH-14D Weight decreased, Fixed : CH-47F Weight increased, Fixed : CH-47F Altimeter, Fixed : CH-47F Ramp (hight difference when ramp was open), Fixed : CH-47F Ramp "ServoSound" synchronized with ramp speed, Fixed : CH-47F rotorblur color Correction, Fixed : CH-47F and SH-14D External textures, Fixed : CH-47F and SH-14D SMDI layers (slight color differences), Fixed : CH-47F SlingLoad Weight distribution, Fixed : CH-47F Co-pilot more privileges (Pilot Controls), Removed : Infantry (Opfor Models), Changed : Mountain Leaders to Infantry, Changed : CH-47F Increased Fording depth, Changed : CH-47F RotorBlades texture, Changed : SH-14D Sound Startup sequence, Changed : SH-14D Sound Engine "Pitch" decreased (no more wasp on steroids), Changed : All Vehicles (UN paint schemes) Latest color scheme (Mali Mission ?), Changed : Mountainleaders uniform national flag size reduced + relocated, Changed : Infantry Names random (Dutch Names), Changed : Mountainleaders uniform Camouflage (increased exposure), Changed : Fennek Vehicle woodland Retextured, Changed : M81/DCU Backpacks and helmet Camo sizes equalized. ----------------------- Credits and thank u's : ----------------------- ------------------------------------------------------------------------------------------------------ Bohemia Interactive Studio's, http://www.bistudio.com ------------------------------------------------------------------------------------------------------ F-35 JSF •Olli Koskelainen http://www.armaholic.com/page.php?id=27151------------------------------------------------------------------------------------------------------ Cargo hooks from the MH47 made by konyo.. thanks. •Konyo ------------------------------------------------------------------------------------------------------Balaclava's used in this modification are property of the following individuals •Kiory •Surpher •Pomigit "balaclava Expanded Modification". ------------------------------------------------------------------------------------------------------ Nomex Coveralls •Cinco ------------------------------------------------------------------------------------------------------ Agusta Westlang Lynx SH-14D Helicopter, •Delta Gamer ------------------------------------------------------------------------------------------------------ Steam Primary link : https://steamcommunity.com/sharedfiles/filedetails/?id=537377053&searchtext=
  22. After some overwhelming feedback I turned this into a full addon. This includes a roadmap, milestones, and a changelog. What does this mod aim for? This mod tries to refine, optimize and perfect the vehicle physics due to totally remade config values, parameters and code. Does this mod conflict with any other mod? As far as I know not. This mod only overrides the vanilla A3 vehicles without changing any of its usability or function. It could happen that this mod interfers with AGM. But I have not tested it. Changelog: https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/changelog.txt Roadmap & To-Do List Source files: Please contact me if you wish insight into the source-files! Latest Version: 3.4.1 Download: Vanilla: https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/%40RPA_Refined_Vehicles.zip Apex: https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/%40RPA_Refined_Vehicles_Apex.zip Armaholic page: http://www.armaholic.com/page.php?id=23560 Special Thanks to: -Bohemia for using PhysX -Sakura_Chan for his Primer thread ( http://forums.bistudio.com/showthread.php?149027-Primer-for-new-vehicle-simulation ) -da12thmonkey and Blu3sman for their tips and explanations -Foxhound for uploading this mod on Armaholic and keeping it updated. You rock! -Everyone who tests this mod and gives feedback Credits: -Bohemia Interactive: They own all of the stuff I have retweaked or reworked for this mod! -Lappihuan: He's my personal scripting god. whatever needed to be done, he knows how. -bigmumu: Some textures I sued are from him. And I will certainly use more! -super-truite: Thanks for letting me use and retweak your fuel can script! This mod is licensed under Arma Public License Share Alike (APL-SA) http://www.bistudio.com/community/licenses/arma-public-license-share-alike Old Post:
  23. So first off, i'm completly new to scripting. never really done it so i don't understand it. Now, i have a helipad that i want to add a script to it's "init" line so that when a chopper lands on it, it can refuel, rearm and repair it, if needed with actions for all three. Please i'm looking all over and cant understand alot of what i'm reading so i needed some direct help
  24. A3 Bundeswehr Vehicle Retexture Pack for Arma III Introduction This mod is meant to bridge the gap of missing logistical vehicles for communities and groups using the BWMod by retexturing Arma III vanilla vehicles to Bundeswehr (German Armed Forces) standards. Features Flecktarn (German Woodland) camo for all vehicles. (Tropentarn (German Desert) camo is planned for a separate future release) Custom textures for each vehicle. Custom dirt maps for each vehicle to make it feel more realistic. Accurate tactical signs. Individual license plates for each vehicle. Adding unarmed transport and medevac versions the Arma and Pandur APC's through hiding the turrets. All vehicles have accurate BWMod units in them when placed via Editor or Zeus. All vehicles have custom inventory loadout's featuring weapons like the G36 / MG4 / PzF3 and ammunition from the BWMod. All vehicles are fully compatible with the Editor / Zeus / Garage. Media screens: GroundVehicles: (Flecktarn/Woodland) Offroad Offroad "Feldjaeger" (MP) Offroad Repair SPw Fennek SPw Fennek Medevac SPw Fennek 1A2 HMG 12.7mm SPw Fennek 1A2 GMG 40mm M-ATV M-ATV medevac M-ATV HMG 12.7mm M-ATV GMG 12.7mm Truck 7T transport Truck 7T transport covered Truck 7T medevac Truck 7T ammo Truck 7T fuel Truck 7T repair Truck 7T medevac Truck 7T device Truck 15T multi container Truck 15T repair Truck 15T ammo Truck 15T fuel APC Arma transport APC Arma medevac APC Arma FLW APC Pandur II transport APC Pandur II medevac APC Pandur II FSW ARV Nemmera AH Sholef 155mm AirVehicles: (Helos) AH6 LNU MH6 transport AW159 LNU AW159 transport AW159 SAR AW101 transport AW101 SAR CH67 transport CH67 SAR Taru LH Additional Info I tried to keep the quality of the textures high and as close as possible to reality and to match the vehicles of the BWMod. Some of the names of the vehicles are based on real vehicles and some are fictional. this is my very first public mod so be kind and let me know if there's any way to make this mod better. constructive criticism is always appreciated. also let me know if there are any bugs appearing, i'll try to fix them as asap. Dependencies this mod needs CBA and the BWMod to function properly. Download Team / Author © Williams/OsiriZ 2016 Special thanks to: - Koffeinflummi and the whole BWMod Team for giving me the permission to use they're content and for the great mod. - Zigomarvin for his "usable cargoramp script" - Bohemia Interactive for the awesome games and trey're support for the modding community Changelogs v1.0.0 Classnames v1.0.0 Contact info.a3mods@gmail.com License Do not open or change the pbo's! Do not upload anywhere else! Use at you're own risk!
  25. I have been playing Mini DayZ for awhile now, and I have come across vehicle repair kits and gasoline cans multiple times. The item descriptions reference being able to drive vehicles, but so far I have not been able to find out how one goes about getting a drivable vehicle. Has anybody figured out how to obtain a drivable vehicle?
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