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  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. Vehicle List OSHKOSH MATV POLARIS MRZR FORD F-150 FORD F-350 King Ranch FORD F-450 Super Duty TOYOTA TACOMA TRD PRO 4Runner TOYOTA TACOMA TRD OFFROAD TOYOTA LAND-CRUISER Developer Credits and Thank Yous Project Leader: MaL (Meowsiphstalin1) Models (HP): Brian (Foxone), Dirks (markoef), Krogar, Liam3D, NissanLawyer Models (LP): Liam3D Textures: Liam3D, Dirks (markoef) Animations: Carlos The Vehicles and equipment listed below have been purchased from the following websites; CGTrader, Hum3d, TurboSquid, and squiR If you are interested in assisting, or helping, TFL SOF Vehicle Mod please contact MaL (Mal#3967) on our discord or via PM here on the Bohemia Forums. Special Thanks to our benefactors and staff team; BLACKOUT, Fetus114, Scotty_Z, WaXx, Fritts, Siege-A and the USP Gear Mod Team for their support. If you are interested in following the progress of this mod please join our discord: https://discord.gg/ZeJSR4V
  2. 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.
  3. 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!
  4. Introduction Vehicles of the British Royal Marines Commandos and other UK Armed Forces. By 3 Commando Brigade (http://www.3commandobrigade.com) Contents (version 7.3) Offshore Raiding Craft Bulldog Land Rovers 'Coyote' Tactical Support Vehicle 'Jackal 2' Light Patrol / Fire-Support Vehicle 'Apache' Helicopter 'Merlin' Helicopter 'Wildcat' Helicopter New to version 7: Offshore Raiding Craft, 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/ VERSION 7.3 Bulldog Added: EDEN enabled TI in RWS turret Fixed: Cargo proxy position causing passenger feet showing through floor Fixed: Cargo seat animation twisting after player turns back in from FFV Fixed: Flag not disappearing upon destruction of vehicle Fixed: FFV turn out bug causing map-wide player weapons to raise Fixed: HMG Fire Control System and ranging Fixed: L7A2 zeroing Fixed: MFD error introduced by Tank DLC Fixed: Missing front and rear number plates Fixed: Missing cupola shadow Fixed: Zoom level on rear FFV when turned in Updated: RWS turret elevation Updated: Tracks and engine adjustments to incorporate Tank DLC changes Jackal / Coyote Fixed: Commander optics issue introduced by Tank DLC Fixed: Flag not disappearing upon vehicle destruction Fixed: Fringing effect on mirrors and screens Fixed: Jackal HMG Woodland LOD4-5 stretched vertice upon destruction Fixed: L134 and L111 ammo animation Fixed: L7A2 zeroing Fixed: Suspension / Physx. Vehicle no longer dips beneath ground. Wheels move up on springs. Fixed: Missing Muzzle Flash on L111a1 Fixed: Missing selection "otochlaven" on Coyote P HMG Woodland Fixed: Mistake in model.cfg preventing main weapon not disappearing upon vehicle destruction Removed: Temporary named selection left in previous commit Land Rover Fixed: Clan logo on Soft Top hidden on strip down Fixed: Commander optics issue introduced by Tank DLC Fixed: Flag not disappearing upon vehicle destruction Fixed: Fringing effect on mirrors and screens Fixed: Incorrect disableSoundAttenuation parameter in MainTurret Fixed: L7A2 zeroing Fixed: Snatch turn in animation bug Fixed: WMIK mirrors appeared white in Gunner and Cargo LODs Removed: Unnecessary stabilisation from searchlight turret to fix viewpoint orientation on rotation when vehicle is parked on a slope. Updated: Soft Top ACE cargo capacity increased from 6 to 8 Merlin Fixed: L7A2 zeroing Removed: Unneeded legacy crew Vehicle Weapons Added: Cold War period section supplies to logistics module Added: GPMG WMIK compatibility with servicing. Now replenishes inventory ammunition Added: Pylon weapons Fixed: Apache 30mm gatling gun config error Fixed: Compatibility with ACE3 and Logistics Menu for loading of crates into vehicle Fixed: FCS on L111a1 and L134a1 weapons Fixed: Hellfire UI Fixed: Hellfire L Fixed: Ownership issue with Apache pilot pylon weapons Fixed: Servicing Menu for vehicles with empty pylons causing a 'stuck' rearming bug Fixed: Sound occlusion Removed: Invalid CfgPatches entries Updated: L7 belt weight Offshore Raiding Craft (ORC) The Offshore Raiding Craft is a small fast rigid inflatable used by the Royal Marines for patrols and small scale amphibious landings. Highlights: Choice of weapon systems, either GPMG or HMG Crew of 2, plus accomodation for 8 troops Sling load points Compatible with 3CB logistics and servicing 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 7.3, released 17 September 2018 Download from Google Drive License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  5. 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...
  6. [1QDG] 1st the Queen’s Dragoon Guards - Light Cavalry Milsim Who We Are: 1st the Queen’s Dragoon Guards is a European ArmA 3 Milsim community which simulates a a Light Cavalry Troop and focuses on adversarial and cross community cooperative game-play. We play across a range of periods from with our main focus on the twilight years of the Cold War. As light cavalry we simulate a self-reliant and highly mobile force which makes use of light vehicles such as the Land Rover WMIK. We habitually functions as small independent teams in order to inform and guide friendly forces whilst also disrupting and confusing our enemies. We are also one of the leading members of the cross community organisation Nato Forces of ArmA 3 [NFA]. As part of which we host a persistent Hearts and Minds Scenario for cross community cooperative play and monthly adversarial operations which have attracted over 60 players and 5 participating communities. Our Schedule: Our sessions are ran on Thursdays and Sundays at 2000 UK time (GMT / GMT +1 season dependent). Typically our Thursdays focus on crew development and trade skills (such as observation posts or close target reconnaissance. Our Sunday events are dedicated to cooperative and adversarial operations, on occasion these are reallocated to Saturdays when doing major adversarial operations as part of NFA. Our Community: We are a tight-knit and well natured community of friends who play all kinds of other games besides ArmA 3. We pride ourselves on a good community atmosphere and our ability to have a laugh. We also provide support to those members who wish to develop skills like leadership, tactical knowledge and mission creation. How To Join: If you're interested in joining or just want to know more about what we do, please get in contact via ts or discord. Our recruitment process is as follows: Step 1: Fill out an application form on the Discord registering interest and post it on the Community Application channel in the discord. Link can be found below. Step 2: Respond to the invitation to interview and arrange a suitable time and date. This will be conducted on our TS. Step 3: Attend Interview. Step 4: If successful at interview respond to a request for suitable dates and times to conduct your phase 1 training. Step 5: Complete Phase 1 Training. This takes around one hour thirty minutes. - At the completion of the phase 1 training you will become a full member of the community. Community Contact Details: Teamspeak: 85.236.100.35:10677 Discord: https://discord.gg/2kebban Operational Media:
  7. 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!
  8. Hello friends! A couple of days ago I've ran into some trouble I couldn't solve myself, and I found help here very fast. Right now, I'm at the point where I'm unable to find a solution for some sort of problem, again. What I'm trying to achive, is to spawn a vehicle - the AWC 302 Nyx (Wiesel), to be exactly - with alternate, official texture. The Nyx features the standard AAF-Camo, and alternatively an simple Olive-Camo. Since I'm making a own verison of DUWS - many of you will know what this is -, you will also know how those vehicles do spawn: Go to the headquarters, talk to the officer, choose the vehicle, spend the credits, and the vehicle will spawn outside of the HQ. Heres a little insight of how I try to spawn this vehicle with the alternate Olive-Camo: case 18: { if (commandpointsblu1 >= 28) then { hint "Vehicle ready !"; commandpointsblu1 = commandpointsblu1 - 28; ctrlSetText [1000, format["%1",commandpointsblu1]]; _vehic = "I_LT_01_AA_F" createVehicle _spawnPos; _vehic setObjectTexture [0,"Indep_Olive"]; _vehic setObjectTexture [1,"Indep_Olive"]; _vehic setObjectTexture [2,"Indep_Olive"]; _vehic animate ["showTools", 1]; _vehic animate ["showCamonetHull", 1]; _vehic animate ["showBags", 1]; _vehic animate ["showSLATHull", 0]; } else { hint "Not enough command points"; }; }; If I do place the vehicle in 3den-Editor, change it's visuals like the camo, SLAT-Armour, camonet etc., and then export it, copy paste it somewhere, the Olive-Camo is defined as "Indep_Olive", like above. Exported stuff looks like this: _veh = createVehicle ["I_LT_01_AA_F",position player,[],0,"NONE"]; [ _veh, ["Indep_Olive",1], ["showTools",1,"showCamonetHull",1,"showBags",1,"showSLATHull",0] ] call BIS_fnc_initVehicle; Of course I already found out that this won't work with SetObjectTexture, unfortunately. The vehicle does spawn with all the extras like SLAT-Armour, tools, but with missing textures (At least this showed me, that it somehow works). I then tried different things to achive my goal, changed something here and there, tried to find the path to those textures, etc. Funny enough: It's possible to use this code instead of the old one, and spawn the vehicle with all the extras and the correct textures. Bad thing is, It's spawn behaviour is totally different and all over the place - sometimes even glitches into the HQ. Results in apocalypse. If I'd use the new code instead of the old one, it'd look like this: case 18: { if (commandpointsblu1 >= 28) then { hint "Vehicle ready !"; commandpointsblu1 = commandpointsblu1 - 28; ctrlSetText [1000, format["%1",commandpointsblu1]]; _veh = createVehicle ["I_LT_01_AA_F",position player,[],25,"NONE"]; [ _veh, ["Indep_Olive",1], ["showTools",1,"showCamonetHull",1,"showBags",1,"showSLATHull",0] ] call BIS_fnc_initVehicle; } else { hint "Not enough command points"; }; }; It's a long and already ungrateful journey, and I don't know where else to look, what else to do. If there would be someone to point me in the right direction, or is able to make a functioning code of the examples above - old code or new one, doesn't matter as long as it works and the spawn behaviour is correct and identical to the old one, I'd - again - be more than very thankful. Hope to hear from you folks, enjoy your time! Regards, MajorBlunderbuss.
  9. 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):
  10. Talking only of standard, base game vehicles and radar mechanics, Anti-Air SPAAG vehicles are completely useless against a competent attack helicopter crew. Tactics and integrated air defense networks aside, the standard AA vehicle is entirely unable to effectively accomplish its role of protecting armored assets from air targets reliably. Due to the fact that I predominantly play KOTH I know I'm probably going to get a bunch of people in here telling me to play a real game mode but my point is about the BASE VEHICLES, not the gamemode in which they are used, and I'd like the responses to be limited to that context as well. Arma is a game that prides itself on its realism of combat systems. However the AA problem is a glaring deficiency in what I consider to be an otherwise outstanding game. My main points of contention come from a few simple facts about the imbalances between ground AA and air assets with guided missiles and radar. They are: 1) Radar and spotting ground vs air It is significantly easier to spot ground targets from the air with radar vs spotting air targets from ground radar. This is simply because the radar mechanics in arma are on a 2D plane with only flat distance information given. In a helicopter this is perfectly fine as the ground is also a flat plane, you simply look along that plane at the specific distance and heading and find your target immediately. On the ground, it is a different story. The helicopter could be 4KM away and 4km up, or flying nap of the earth, or anywhere in between. Finding the altitude of a helicopter at max distance is a process that takes time that an AA vehicle doesn't have to spare, while the helo, given that it is finding targets on a 2D plane instead of a 3D space, doesn't have to deal with it. It is mathematically easier, and when trying to contest good helicopter pilots it is a significant disadvantage when seconds count. 2) Countermeasure systems Helicopter countermeasures are extremely effective at range. I don't know the exact percentages but firing all 4 titan missiles at a helicopter and not hitting a single one is not an uncommon occurrence (and yes I've tried a bunch of different strategies for shooting missiles at helicopters). Flares do not impede the helicopter from continuing active fire, do not have an activation cooldown between uses, do not have as limited number of uses vs smoke, nor do they require an extra player in the vehicle to activate. Smoke denies the ground vehicle the ability to continue return fire, limits its location to within the smoke preventing relocation, has a cooldown between uses, has a much more limited number of uses, and requires an extra player in the vehicle besides the driver/gunner. While none of this is directly related to the primary issue of helicopters vs AA vehicles, I figured it was worth showing another series of inequalities in defensive options. 3) Ranges and and weapon systems Now for the meat of the argument. The AA vehicles cannot contest helicopters with their weapons unless the pilot makes a mistake (read: is a noob). I know the counterargument for some of this is going to be 'ITS JUST A GAME' but if we are striving for a realistic environment it needs to be said. AA vehicle-based weaponry should outrange helicopter weapons, period end of story. The fact that the most common (and effective) tactic is to fly at max altitude and rain ATGMs on anything with a radar signature is ridiculous for a helicopter to be able to do in a radar-based ADN environment. IRL if you were in a helicopter doing that in the vicinity of a dedicated radar AA platform you would be obliterated in the time it takes to fire the missile. Right now the primary target of AA vehicles (THE HELICOPTER) outmatches it so completely, it is never worth it to buy an AA vehicle to shoot it out of the sky. Guns are not auto tracked (like we have now irl, let alone 25 years in the future) but manually aimed, they give you heading information but do not auto-range, and the damage they deal is incremental over time based on how often you score a hit (which if the helicopter is maneuvering at max range and altitude is hard to do consistently, call me a noob all you want but it is a hell of a lot easier to hit a slow moving tracked vehicle once than to hit a maneuvering helicopter multiple times). Meanwhile the ATGM system on the helicopter needs to hit once (or in the case of DAGRs about 4 times but when fired in quick succession it functions the same) and you are instantly dead. You can pop smoke to avoid the auto targetting feature on the chopper but you don't have enough smoke on the vehicle to actually survive continued contact from even a single helicopter's payload outside of getting rearmed, and I have already described the deficiencies of the smoke defense in the above point. Titan missiles are not consistent with the countermeasure system and that is assuming you are alive for long enough when facing off against a helicopter to actually get a lock and use them all before needing to pop smoke and ruin your ability to fire effectively. Damage, weapon systems, countermeasure systems and target tracking on ground based AA vehicles are all objectively worse than attack helicopters for the base vehicles. Yes, you can disable some of these features. Yes, you can mod them. But the fact remains that there is a vehicle in the game that is incapable of fulfilling its primary role (again, unless the pilot does something stupid but you can't plan for that) due to the mechanics of the game if all features are enabled. In a vacuum, an AA vehicle in the open should be able to beat an attack helicopter in the open. The opposite is true as the game is now. There are a few fixes that could be implemented that could help address this issue: 1) Autotracking guns We have them now, today. No AA piece is manually fired anymore unless you are subjected to HARM SEAD sorties which is not the case in the game for most multiplayer situations. Immediately getting a firing solution and gun lock on a helicopter would go a long way in terms of being able to instantly suppress the gunner and bring down a helicopter in the open. 2) Longer range locking missile The primary weapon for most ground based AA vehicles that take on modern attack helicopters is a missile/radar system combo that outranges the ATGMs that helicopters bring. THATS WHY YOU TAKE THEM ON THE VEHICLE. They are big and accurate and can't be carried by people. Right now we have MANPADS strapped to the sides of this thing that are literally the same thing infantry carry and no better. The gun is worse and the missiles are too short range to effectively face off against a helicopter due to the countermeasures issue discussed earlier. If there was a missile that had a longer lock on range vs the attack helicopter ATGMs that would not only balance the gameplay against high-flying attack helicopters but also actually be realistic. 3) Missile less likely to be spoofed by countermeasures Again, looking at what we have now in the military with combination IR/UV seeker heads, flare-based countermeasures should be way less effective than what they are now. If after all of the things I described in the engagements earlier don't come to pass and you actually do manage to get a lock and fire your weapons at a careless pilot, they probably won't hit if the enemy knows how to evade missiles. AA missiles (especially vehicle based variants!) should be a way bigger threat to helicopters if one gets launched at it and right now they aren't. This lack of threat leads to specifically the gameplay strategy of staying at max altitude over the AO and being uncontested except by other helicopters, almost never by ground-based AA vehicles which SHOULD be the primary threat and concern for helicopter pilots. Instead, nap of the earth flight with limited radar visibility should be the norm as that would actually require a level of sneakiness and vulnerability that would be open to a lot more opportunities for engaging helicopters with other weapons, and also because that's how helicopters have to operate to stay alive in a contested AA zone. TLDR: Please fix AA vehicles. Also is this actually the right place to post this? If not let me know where it goes.
  11. I'm looking for a way to stop a specific vehicle from being able to be blown up. I want the hull and engine to be invincible, so that the vehicle won't explode when hit, but the wheels should still be vulnerable so that it can still be disabled, just not destroyed/blown up. I'm looking for this to be achieved within the vehicles init field, or via an external script. The reason I want this to be possible is because I don't want a simple vehicle respawn in my mission like I have now. I want to punish players for getting a vehicle blown up, making them have to airlift the damaged vehicle back to base where it can be repaired (I don't need help with the airlift or repairs I've got that covered, just need help on making the vehicles hull and engine invulnerable.) Are there any scripts out there which can help me a achieve this? I was looking into the "SetHit" functionality etc but I am a total noob when it comes to scripting. To be completely honest with you I'd love for someone to figure this out for me as I really don't have a lot of time to dedicate to testing and playing about with things myself
  12. 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 :) & Armaholic http://www.armaholic.com/page.php?id=32817
  13. Don't know if this is the right place to post this but I need some vehicles converted and modeled for arma 3. My server has full permission from the owners of the models, to convert the models and use the models. Please join this discord (https://discord.gg/tNvCqGs) and ask to speak (in our general-text chat) to Paul Mahone. More details will be given when you talk to Paul. Below is something we want modeled/converted: Something close to this (We have a model to go off of) ---> https://gyazo.com/17fe6c93b4c95c5eee72550a4d90514a
  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. 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: Roadmap & To-Do List Source files: Please contact me if you wish insight into the source-files! Latest Version: 3.4.1 Download: Vanilla: NO LONGER PROVIDED Apex: NO LONGER PROVIDED 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:
  16. 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
  17. 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
  18. 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
  19. 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.
  20. 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)
  21. 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.
  22. 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.
  23. 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.
  24. 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
  25. 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.
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