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Found 89 results

  1. Introduction The primary purpose of this mod is to further complement Project Opfor and RHS packs to allow 3CB mission makers, and the wider community, to add extra units, vehicles, and weapons to their missions By 3 Commando Brigade (http://www.3commandobrigade.com) Contents For full details of this and all our mods, plus our contributors, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-factions/ This mod adds the following complete factions: BLUFOR Altis Armed Forces African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Militia African Desert Police Afghan National Army Afghan National Army - Commandos Afghan National Army - Afghan Partnering Unit Afghan Border Police Afghan National Police Afghan National Police - Quick Reaction Force Afghan National Police - National Interdictional Unit Ardistan Army Chernarus Civilians Chernarus Local Defence Militia Chernarus Police Department Chernarussian Movement of the Blue Star Chernarussian Movement of the Blue Star - Winter Cold War (Early) US Forces Cold War (Late) US Forces Malden Defence Force NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Pro-Government Militia United Nations INDFOR Altis Armed Forces African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Extremists African Desert Militia African Desert Police Ardistan Army Chernarus Civilians Chernarus Nationalist Militia Chernarus Police Department Chernarussian Movement of the Green Star Chernarussian Movement of the Green Star - Winter Malden Defence Force NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Tribal Fighters United Nations OPFOR Altis Armed Forces African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Extremists African Desert Militia African Desert Police Ardistan Army Chernarus Anti-Government Militia Chernarus Civilians Chernarus Police Department Chernarussian Movement of the Red Star Chernarussian Movement of the Red Star - Winter Cold War (Early) Soviet Forces Cold War (Late) Soviet Forces Malden Defence Force NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Insurgents CIVILIANS Chernarus Civilians Takistan Civilians African Desert Civilians In addition, this mod also adds extra vehicles to the following factions: AAF FIA RHS CDF Regulars RHS CDF National Guard RHS HIDF RHS US Army Finnish Defence Force Hotfix 5.0.3 Added Kolgujev Defence Force Insignia to Mi-8s, Mi-24s, Mig-29s and SU-25s Changed ADA Opfor basic infantry rifle and corrected unit names Changed SVD for older Dragunov version on African Desert Extremists and African Desert Militia Snipers Fixed Incorrect Blufor Takistan Army 2D / 4D Humvee Eden Preview Images Fixed Incorrect texture reference on AAF 2DR Humvee skin selectable via Virtual Garage Fixed M16A3 not having full auto fire mode Fixed M60A3 driver turned out KIA animation Fixed Missing Indfor / Opfor Ardistan Jet Pilot uniform Fixed Missing Indfor / Opfor Malden Jet Pilot uniform Fixed Missing NFA 5 Hilux texture Fixed Mystere wheels visible through the hull when retracted Fixed T-34 front gunner positions Fixed T-34 gunner weapon floating outside the turret Improved alignment of Mystere gun sight Improved M60 tank handling and speed on climbs Improved position of pilot / copilot and seat on Cessna variants to reduce clipping while under G Force Improved T-34, T-55, T-72 tank handling, top speed, and speed on climbs Release notes 5.0.0 Added ACH Choc Chip Helmet variant Added Aero Commander 500 Added Animated Dovetail Mount to AK47 and RPK Added Ardistan Army faction to all sides Added Australian Army camouflage variant to LAV Added BI License plate system to older cars Added Binoculars to dedicated Crew units loadouts Added Cessna 172 and T-41 Mescalero Added ChDSZ, ChDZZ, and ChDKZ Winter infantry variants Added CZ 75 Czechmate pistol Added Donated MTLB Nogovan Defence Force texture as optional in Virtual Garage Added Early T-80s variants to Early Soviet faction Added Famas F1 and Famas F1 M203 Added FFV to T-34 commander and gunner Added FFV to T-55 commander and gunner Added FFV to T-72 gunner Added Kolgujev Army faction to all sides Added Land Cruiser Added Large Fishing Vessel Added M1025 TOW to Blufor AAF Added M240 Turrets - Iron Sights and Elcan optic variants Added Malden Defence Force faction to all sides Added Mystere Fighter Bomber Added New backpacks Added New M16A2 model and renamed existing to M16A3 Added New MP5 variants Added Nogovan Freedom Alliance (Operation Flashpoint-style FIA) to all sides Added Nogova Police Department Added Patchless variants of Woodland uniforms Added Pickups Added Older 2S6 Tunguska Added RBS-70 static launcher Added RHS towing system to suitable vehicles Added T-80s to Soviet Late faction Changed Inheritance from rhs_assault_umbts_engineer to rhs_assault_umbts_engineer_empty on engineer packs to remove toolkit automatically loading Changed Reload speeds on T-55 and T-34 to match real life average rounds per minute Changed Scud tyre material from tyre.rvmat to tyre_armoured.rvmat Changed Takistan militia factions Sniper to use older Dragunov rifle Fixed '&' in displayed name breaking inventory gear naming Fixed AAF M240 M113 having IFF panels Fixed Error in MaxxPro CfgPatches Fixed Face sorting on covered land rover to prevent 'blue' interior canvas supports at LOD3 Fixed Fishing Boat convexities in Buoyancy LOD Fixed Fishing Boat weapons starting engine Fixed Front ZU-23 assistant gunner on Fishing Boat Front Zu23 being indestructible Fixed G3 & M14 non-railed variants being able to mount railed optics Fixed Incorrect 'Chedaki' textures on ChDSZ and ChDZZ vehicles Fixed Incorrect Eden Preview image for ADM IED maker Fixed Incorrect regular units appearing in 'Chedaki' SF Groups Fixed Incorrect tracer magazine colours for ChDKZ and ChDZZ RPK AR units Fixed Issues on Scud textures Fixed LAV-25s lack of resistance to HE ammo Fixed M60 tank wreck model Fixed M16A1 and M16A2 using different reload sounds to RHS M16A4 Fixed Missing ChDSZ, ChDZZ, ChDKZ SF groups Fixed Missing pistol from ChDSZ, ChDZZ, and ChDKZ sniper and spotter Fixed Missing seat positions on ANA, AAF, and CW US Late armed UH60M Fixed RPK-74 using incorrect ammo Fixed Suppressor on non-SF ChDSZ, ChDZZ, ChDKZ spotter weapon Fixed T-34 driver death animation Fixed T-72 aerial not completely turning with turret Fixed T-72 commander optic Fixed T-72 missing turret servo sounds when moving Fixed Tunguska handling Fixed Tunguska radar, cannon, missile ranges, ranging depending on variant Fixed Uniforms broken by RHS update Fixed Vodnik Front PKM turret Fixed Zu23 gunners on Fishing Boats being ejected when killed Improved AN-2 crew animations and added new pedal, engine and throttle lever animations Improved AN-2 glass sheen Removed RHS weapons, equipment and gear from vehicle inventories Removed T-72 / T80 modern variants incorrectly added to Early / Late Soviet factions Numerous other small bug fixes and adjustments Screenshots Download Current version 5.0.3, released 07/08/2021 Download from: Steam Workshop License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  2. martinkopac44

    NGSW mod

    I've been wondering if there is a mod that adds the Next Generation Squad Weapons from Sig Sauer. I believe that I'm not the only one that thinks that it would be nice things to have.
  3. The Red Hammer Studios team is very proud to announce our first major release for Arma 3 - RHS: Escalation! Under this name we present two totally standalone mods: Armed Forces of the Russian Federation and United States Armed Forces (if you download them separately and play with both enabled, you are effectively playing Escalation). This is all just a tiny preview of what is to come from our side, with many nice things and improvements planned for the future. FEATURES: - Countless new vehicles: tanks, cars, IFVs and APCs for both sides to use, as well as atmospheric objects like radars. - Completely new soldier models and dozens of gear objects make for over 700 possible unit customization possibilities. Use the supplied virtual ammo crates to quickly make your own custom setups. - New weapons and attachments. Have everything at your disposal to take on your enemy. - Realism enhancements: full PhysX support and realistic configurations, complex Fire Control Systems for applicable vehicles. New user interface items representing control and awareness systems of vehicles to increase atmosphere and gameplay dynamics. Also our constantly expanding and improved decal system has even migrated to the US side. - Fully ZEUS compatible. - Fully ALiVE compatible. Many thanks goes towards ALiVE team making sure RHS Evolution can be enjoyed using ALiVE Framework! - Fully Task Force Radio compatible. Many thanks to the developers of TFA and their effort making sure everything was in place for you to enjoy it right out of the box! TFA will even contain new radios made in the style of our units! - Future-proof: sling-loading will work once they make their way to the stable branch. If you are playing on development branch you should have these features enabled already! FFV will come later as releasing it now would cause problems for those of you playing on the stable branch. Many many more... ROADMAP This is just the beginning! As you might already know, RHS Evolution development will not stop with MANW competition, we will build on it in order to polish the existing, add new content and features! - Further optimization: Especially for the US side, some of the vehicles will receive more resolution lods.It will come in future builds, or even as hotfixes. Rest assured though that with hundreds of hours of testing we have yet to receive a performance drop complaint. - Commercial logos on weapons and equipment. For the sake of avoiding complications in the legal department we decided to change those on the US side with our own. This was mostly to do with MANW. In the near future we will change it back for the sake of authenticity. - Missions. We ran out of time on this one and are not able to deliver a set of missions that we are confident would reflect the type of quality we would want to deliver. However, may mission makers have had access to our alpha build and have been independently producing missions with our content. Expect to see them shortly. We have also teamed up with the producers of the hugely successful King of the Hill game mode to produce a special version of KOTH. It will also go live just a little after the MANW submissions close. - Bugs squashing. As we were adding new content almost to the last day before release, there might still be some left. We had a large group of dedicated players testing around our stuff for almost a month and were able to polish a lot of errors in time for MANW. If you encounter any sort of pesky bugs (although you really shouldn’t), please let us know as fast as possible. - Functionality. In future development builds every piece of equipment will be useable to some degree or another. For now, some of the things that were originally envisioned to have a little more functionality are simply for eye candy. A good example of this are the radars that come along with the pack. - Content and features - while we don’t want to disclose anything at this very moment, we can safely say there is a lot of work that is going on behind the curtains that we haven’t had the chance to finish in time for MANW, but it is still obviously planned to be implemented into future builds. INSTALLATION Unpack the two folders (RHSAFRF and RHSUSF, note that if you downloaded them separately then the following instructions apply to either/or) from the downloaded archive into the root of Arma 3 installation. Add the mods to the start up using either your favorite launcher or by adding the -Mod=RHSAFRF;RHSUSF; (note the absence of the @ symbol) to the launch options of Arma 3 in Steam. If you downloaded the Escalation package, you will find 3 missions contained in the archive. You can extract these to your `Arma 3\Missions` folder. USAGE All the stuff included in the mod is accessible through the in-game editor. The 3 small missions available within the game through `Play>Scenarios`. DOCUMENTATION AND CREDITS Full documentation can be found here: http://doc.rhsmods.org/ DISCLAIMER AND LICENSE ALL THE COMPUTER PROGRAMS AND SOFTWARE ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. WE MAKE NO WARRANTIES, EXPRESS OR IMPLIED, THAT THEY ARE FREE OF ERROR, OR ARE CONSISTENT WITH ANY PARTICULAR STANDARD OF MERCHANTABILITY, OR THAT THEY WILL MEET YOUR REQUIREMENTS FOR ANY PARTICULAR APPLICATION. THEY SHOULD NOT BE RELIED ON FOR SOLVING A PROBLEM WHOSE INCORRECT SOLUTION COULD RESULT IN INJURY TO A PERSON OR LOSS OF PROPERTY. IF YOU DO USE THEM IN SUCH A MANNER, IT IS AT YOUR OWN RISK. THE AUTHOR AND PUBLISHER DISCLAIM ALL LIABILITY FOR DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES RESULTING FROM YOUR USE OF THE PROGRAMS. By downloading and using the Red Hammer Studios: Armed Forces of the Russian Federation, Red Hammer Studios: United States Armed Forces or Red Hammer Studios: Escalation mods, you hereby agree to the following license agreement. END USER LICENSE AGREEMENT The work contained in this distribution is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. You can view the license by clicking on the icon at the bottom of this page. Please note that the above mentioned agreement gives the right to Red Hammer Studios to waiver any of the conditions, thus feel free to contact us to obtain permission to modify our work. This add-on is provided for Arma 2: Combined Operations or Arma 3 and is not to be used with VBS or any of its derivatives built for the purpose of military training. That is it on bulky lists. The last thing to do is give you the links so you can start battling it out! IMAGES Links Downloads <- http://www.rhsmods.org (.torrents only right now until mirrors are up) Documentation <- http://doc.rhsmods.org UPDATE SERVER KEY FILE HOTFIX (both for users and admins) For 0.3.0<- http://www.rhsmods.org/downloads UPDATE 2 It's a little late but 0.3.5 is finally at a stage where we feel it is stable enough to hold the fort until 0.4. Head over to http://www.rhsmods.org/ to grab the torrent files, read the changelogs and generally goof around! UPDATE 3: 18.01.2015 Public Continuous Release Program Open! Red Hammer Studios is very excited to announce that we are moving towards a once per month release program! The first version is available tonight and if you follow the instructions (http://www.rhsmods.org/updater) you will be on your way! It will also give us the opportunity to fix and release critical bug fixes much quicker. Our initial aim is to have a new version available through the updater at least once a month. Updated changelogs are available for both factions: ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and from now on will also be available in Russian thanks to the guys at TEHGAM community! UPDATE 4: 28.02.2015 Version 0.3.6 Released! Tonight we are pleased to announce the release of 0.3.6! Head over to http://www.rhsmods.org/page/updater if you still were not using the updater. If you were following the beta before, just run the updaters! Want to quickly check what has changed while you download? Check out the changelogs: ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt Enjoy! RHS Team UPDATE 5: 19.04.2015 Version 0.3.7 Released! With a little delay we are proud to present to you 0.3.7! This released from the beginning was planned as a bug fixing version so we focused mainly to stabilize the platform and add some realism features, including getting the mods up to scratch with all the things added to Arma 3 1.42 version. But don't be afraid! There are still plenty of new toys to play with! Read the full changelogs here: http://www.rhsmods.org/mod/1#changelog and http://www.rhsmods.org/mod/2#changelog The mods can be downloaded via our updaters (download v1.1 from our site) or Torrents. IMPORTANT! From version 0.3.7 we have moved to version and mod based server keys. This should stop people with incorrect versions joining servers. To get the keys head to the mod's respective download pages. Enjoy! RHS Team UPDATE 6: 11.06.2015 Version 0.3.8 Released! We're live! Another month, another update. Ok a bit more than a month but we think you will see that the wait was worth it! Many bug fixes, many new things around. Just turn on your updaters or head over to http://www.rhsmods.org/ to grab the torrents. Enjoy! Like us on Facebook (https://www.facebook.com/redhammerstudios) and rate on moddb (http://www.moddb.com/mods/rhs-armed-forces-of-the-russian-federation-a3 and http://www.moddb.com/mods/rhs-united-states-armed-forces ) Feedback Tracker: http://feedback.rhsmods.org/ Class Documentation: http://class.rhsmods.org/
  4. INTRODUCTION Weapons of the British Royal Marine Commandos and other UK Armed Forces. By 3 Commando Brigade DESCRIPTION This pack now contains almost all of the rifles used by the British over the last few decades, including many of the variants produced as the weapons were developed or evolved. There are a number of authentic scopes, customised ammunition, plus many accessories to complete the picture. For full details, including user and admin guides, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-baf-weapons/ CHANGE LOG VERSION 3.0 Added L85a3 Rifle and attachment system Added L85a3 Rifle + L123 UGL Added L85a2 RIS attachment system Added L85a2 RIS rail cover system, with Desert, Green, and Winter options or none Added new attachment options to L129a1 Added BI, RHS, and 3CB Faction weapons magazine compatibility Fixed Airburst round flash bug at night on certain maps Improved hand animations for L85a2, RIS and L86 rifles Updated HEAT warheads for NLAW, Javelin and ILAW SCREENSHOTS DOWNLOAD Current version: 3.0, released 16th Dec 2019 Download from Steam Workshop License and DisclaimerFor details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  5. CUSTOM OPTIONS, OPS CENTER, ROLE-PLAY, and EFFECTS (Central Framework for Zero Dark Zero) by Richard Von Quest VERSION: v0.7.0 beta UPDATED: 17 APR 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Custom Starting Options and Ops-Center from my SpookWarCom Project. It was the "core" or heart of my projects. This will add numerous player options that you can set easily for those of you who are new or the non-computery types. It also adds off-site Tactical Operations Centers which you can operate from that's isolated from the actual map allowing for better behind-the-lines feel before you are boots-on-the-ground. The Tactical Operations Center is a command post that you can role-play as starting in another nearby country, or location (recommend placing in corner or over water). Use as many, or as few options as you wish. The Ops Center is not required. Feel free to remove the .pbo files (sonic cracks, icons, etc) you do not want loaded. There are so many people that love this hobby but are too intimidated to wade into the technical and modding-side, or just don't have the time. Let me know what Player & Starting Options you would like to see, and I'll attempt to design or script it for the this Addon. Feel free to post requests in this Forum. More Donations equals faster updates and custom requests honored. To use the Ops Center in its fullest, you will need my other Addons as well (SOCOM, FROGS, LEAP, etc). PLEASE READ the DOCs included for more info, keybinding, menu, details, etc! To place the Ops Center, you MUST set the Vertical Mode to "Sea Level" (straight line) in the Editor BEFORE placing the composition. Place inside the map area, or some things will not spawn in. "The Only Easy Day, Was Yesterday" // FEATURES: Tactical Operations Centers (compositions) Heli Support, Transport, Rearm, Infil/Exfil, etc Starting Time Options - Random w/ Full Moon Randomized Starting Weapon Option Starting Camp Site - Random Locations Covert & Unarmed System (Black-Ops) Holster Weapon - Start & Menu Option Weapon Sway Aim CoEfficient Player Fatigue On/Off Option Starting Info Text - 3 Lines to Customize Custom Weapons, Gear, and Equipment Movie-Style Archetype Weapons (extra power, etc) Movie-Style Silencers, Ballistics (ultra quiet, sound efx, etc) CIA - SAD/SOG Operatives, Agents, SEALs, etc Remove Reload Icon .pbo file option Remove Ammo Count .pbo file option Replaces "Sonic Cracks", with "Zip, Wiz" efx Long-Range Support Radio System Damage EFX & Blood Splatter on screen Carry & Drag both Alive and Dead units Tactical Reload (no reload from Backpack) Tactical Throw (no throwing from Backpack) Tactical Explosives (set/pickup manually) ...And More! // NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner. Let me know in the Forums what you want to see added for Custom Player Options. // KEYBINDING: Shift + D // REQUIRED: 1. CBA A3 - Community Based Addons A3 2. Eden Objects - TOC2 - Advanced Ops Center (optional) // DONATE: OPTIONS & OPS CENTER Von Quest Industries // LICENSE: // CREDIT & THANKS: *BangaBob (Drag Dead Bodies)
  6. Old Thread wouldn't let me edit anymore Releases To reduce link clutter- further details, media and downloads(and mirrors) are on pages through linked images Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Development Resources 3Ds Max CAT Rig and Tutorials M60E4 Sources and Animation Sources M60E4 Animation RTM Sequences AK Animation sources, sequences and samples FAL Animation sources, sequences and samples G3 Animation sources, sequences and samples M14 Animation sources, sequences and samples AWM Source Material Additional Errata Found a bug? Report it here - [Via GitHub] As of 2015, HLCmods/NIArms has been supported by the generosity and benevolence of the Arma community by donations through Patreon. This generosity has allowed the mods to cut dependence on outside content sources, deliver hIgh-grade Arma-tailored content consistently throughout the year(and provide the entire result open-source), of which the overall direction is driven by donator demand. If you would like to show your support, help fuel the fires- Consider chipping in a few bucks %5BPatreon%5D Current Work Schedule Current Voting Results Licensing Terms
  7. MourningStarV

    Sniper Idea

    It’d be nice if there was a sniper that had a Variable Scope. It can change the magnification of the scope so the outlander may shoot between long distances and slightly longer distances. This most likely means there will be more outlanders watching Points of Interest. But the only one to blame is the outlander that had fallen victim, since there are so many ways to avoid death in this kind of situation. 1. Completely ignore the chosen P.O.I if you feel it’s too dangerous. 2. Use Portable Signal Detectors (Which are now fixed, thank goodness) or use the Signal Detector located on the map and once the outlanders watching the P.O.I are marked, hunt them down. These type of outlanders will most likely stay in the exact spot. 3. Locate an outlander who is watching the P.O.I. Once they’ve been located, call a Mortar Strike or throw some Fragmentation Grenades. All of these consumables are meant to be used, don’t let them collect dust back at the Shelter.
  8. AveryTheKitty

    Arma 3 Aegis

    Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Art by Mr.Mustache Steam Workshop Discord Patreon Made possible thanks to the support of my wonderful patrons. ❤️ Heliotrope, Bran Flakes, Renegade_Jonesy, Slav_Man_Shae, GeneralKong David - Mustache, CommanderCharms, Andrew Dietz, Scott Reijnders Ezzy, Florian Noé, Spess Mehreen, Pheasant-One, Krijn Lakeman, YonV Ravenholme, Buttista, Takaostar, Schuyler P Jarrett, Krytera, coolscout09 Corvid, Itsme M, Elliot Taylor
  9. Dual Arms This is mod that allows use of two primary weapons, one in your main slot one in your launcher slot. Download here! Google Drive link here! Dual Arms relies on eventHandlers to work correctly. The following are used: Killed InventoryOpened InventoryClosed Take Bind UserAction 16 to any key to be able to swap with a key instead of addActions. They have been disabled by default. If using this in a MP scenario or gamemode, you can override my code and set the ability to use addactions and drop the weapon on death. As well as add blocked weapons that will not be able to be added to your launcher slot. What does this mod actually do? I have seen other scripts that claim to do the same thing. This uses your launcher slot, the same that your RPG would go into. There is no attachTo/onEachFrames constantly making sure the weapon is on your back and attached when not in a vehicle. Weights are fully supported, if you have two primary weapons it will slow you down with fatigue. That means you will slow to a crawl with dual SPMGs. Due to the nature if this going into the launcher slot, mods need to be supported for it. Currently the top 20 Weapon mods on steam are supported, the list is on the steam workshop page above. (I also take suggestions on which mods to support with future updates!) Currently 5.7k+ Weapons are supported. If you are playing in a persistent game mode you will need to add some code to your file that saves a player when they disconnect, otherwise the pointer attachment and UGL ammo will not save. Otherwise it will save. Here is a video where you can check it out in action, featuring vehicles as well: The piece of code that will save your players gear in a dedicated MP environment is: (Usually handled by missionEventHandler onDisconnect) If you would like to know more about overriding my code please see the example MP mission inside the download from steam, right next to keys and addons folder. As well as my post on Exile forums explains with more details how to merge eventhandlers if needed. Here is some information on Exile Forums : My github with example config (also in download - this link contains overrides for Exile players as well) : https://github.com/Andrew-S90/DualArms Download link from steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1334412770 Update 2.0: Added an additional 15 mods, including GM CDLC and Contact DLC. 5700+ Weapons and 2600+ Attachments made by the community supported. Fixed Coop Blackscreen bug Ammo count saves on weapon swap Taking a launcher weapon when you have a primary on your back used to block it - now adds the weapon with attachments to the cargo space, seamlessly switching it out. Secondary ammo count displayed visually in the inventory.
  10. Explanation of the Mobile Weapons Project The Mobile Weapons Project is a futuristic conversion mod set at the turn of the 22nd century. The intent of the mod is to create a futuristic and immersive setting in ARMA that allows the users to have a unique sci-fi experience. To that end we have created multiple unique systems and functions for the players to help them feel like the soldiers of tomorrow or.. next week. The project will explore multiple concepts for the soldiers of the future through the use of multiple factions and looking to real world experimental projects to help us make grounded equipment and technologies. Examples of this can be seen in our first work, the Conqueror Suit and its planned features such as suits requiring spare parts should the suit get damaged and fuel cells that need to be swapped out when empty. The World of the Mobile Weapons Project 5 years of constant conflicts between the superpowers of the world, never openly becoming a world war, but coming very close on several occasions. The so called 5 years of fire were sparked by the deaths of most of the major world leaders due to negligence on the part of a North American Unions weapons manufacturer known as the Mobile Weapons Manufacturer. This led to the MWM being globally barred from selling weapons and the CEO and a good portion of the board being sentenced to prison or death to appease the world's powers. Many nations started banding together for protection and to gain strength after feeling like they'd been embarrassed and made to look weak. Inevitably this led to conflicts both internally and externally as policies changed and expansionism took over the world again. The Great Pacific Alliance formed with China and Japan at its heart in the East, The nations of Europe having dissolved the European Union formed a new alliance named the European Alliance, and the NAU became isolationist once again only focusing on protecting vital resources and their borders. The final faction to arise during these times was the private army for hire known as the Mobile Weapons Unit who were contracted by the NAU to assist them and their allies. Sporting experimental equipment rejected by the NAU the MWU would be considered a waste of money until the battle in the ghost city of Hing Cho where a company of the MWU tore out their powered armors internal A/Cs and inadvertently solved the issues the suits had been having. If you'd like to learn more feel free to join us at our discord https://discord.gg/YK7wDmQ The Mods Current State Currently the mod has been focusing on developing the Mobile Weapons Unit fraction of our mod. Equipped in experimental power armor rejected by the NAU the MWU was originally just the security force for MWM rebranded and trained to be PMCs after their barring from selling guns the MWU has a lot of experimental weapons and equipment that allows us to set a great tone for the mod and get certain groundwork in place for future developments in the mod. With the MWU we started with the Jet Pack and focused on trying to make it able to do three things. The MWU Faction in game 1. We wanted the jet pack to be controllable unlike anything we’d experienced before in ARMA. To this end we not only added short jumps but retros a jump where you aim mechanic that affects the length of your jump and where you jump. Testing the jetpack for controllability Retros 2. We wanted the jet pack to be very mobile until a lot of others we’ve seen where its short jumps primarily in a uniform manner. Testing out the long jump 3. We wanted the jet packs to have limited fuel instead of the recharge systems we’ve seen in other jet packs. Through testing within the unit we use as testers and based on our universe, we discovered that the common jetpack controls people use overlap important tactical abilities like slowly opening a door, so we implemented a jetpack safety system which shut down the jetpacks systems while activated and allowed use of those features again. Next came the powered armor, we wanted it to make sense for the lore and maintain a sense of realism. We started with a concept of a powered under suit that had armor over it which housed systems meant to help run the suit. (We abandoned the powered undersuit for more traditional EXO’s in the upgraded version however) The Armor came out nice, but after increasing the survivability of soldiers we looked to increase their effectiveness. We tried to go with logical upgrades and features a suit of powered armor would offer. The suit turns on and off so these upgrades can be toggles. The suit offers increased speed represented by slightly increased movement speed, increased strength represented by an decrease in recoil by about 30%. The suits HUD offers useful tactical data to the user, distance to target, compass, targets grid coordinates, players velocity, and altitude. Ex. . Finally, since the suit was designed to allow soldiers to operate in the upper atmosphere, we implemented a shielding system. Running on limited charge the shield deplete after every instance that would hit a player at high velocity. (Frag grenades drop the shields very fast) the shields don't recharge organically, but need to have their power cell manually replaced or charged. This gives operators shielding, all though limited. Due to the internal circuitry and such the armor runs very hot on thermals, in fact hot enough heat seeker missiles will chase the suit over certain vehicles. With all this experimental equipment we felt we needed just a bit more to truly make a player feel immersed. So we're working on implementing an armor break system. The system makes it so when hit on certain points there's a chance that certain suit functions will cease to work properly unless the part is repaired or replaced. Future Plans for the Mod While the mod isn't posted yet its near the point where we can share it with the public so we decided to make this post. With that in mind we currently plan on focusing on the faction's infantry, this includes their weapon suits and potential enhancements. We want to try different concepts for vehicles, aircraft and eventually want to add in mechs. For terrain we want to see if we can simulate Zero G combat. At this time we don’t have anyone who can do vehicles or mechs and need help in general to get the bigger stuff in. Below you can see models we are currently working on adding to the game or are in the concept phase. Concept Pictures Those interest in playing the mod or helping with its development can join here on the discord and someone will be with you to help get you situated! https://discord.gg/8zd8kHKKRR Update: the mod was released here is a link for those interested https://discord.gg/8zd8kHKKRR
  11. Has each single ai unit (individual) begin the mission with their weapons holstered. This will cause the ai to unholster their guns when they detect hostiles within their vicinity. Object: Init Init: this removeWeapon (primaryWeapon this); null = [this] spawn {_unit = (_this select 0); sleep 1; _unit action ['SwitchWeapon', _unit, _unit, 100];}; Picture
  12. onemanwolfp4k

    Season 8 Theme

    So I read the Season 8 updates and I wanted to ask a question for the Devs or anyone who may have asked this in the past. For a game built around stealth why is there a glint on scoped weapons? I understand there is a coating used on sniper scopes that prevent glare although I am not sure when this started being used. The glint on scoped weapons is very noticeable and really gives away position. Have you Devs ever thought about removing this from the game? Is there anyone else that would like to see the glint removed?
  13. I'm working on a campaign and I want to use the same "mechanics" used in Old Man if possible, so that the player can hang up their favorite weapons and have them at their disposal at all times.
  14. I recently watched the dev stream and heard you guys speak about nerfing the SG1s and HBAR. I personally think that’s a great idea because they have to be one of the most used guns in the game. Every encounter I’ve played thiers atleast 1 trio team with both of them. I understand the HBAR and SG1 are supposed to be variants for the AUG A1 and GEWER 3. I think just turning both those guns to semi auto would be a excellent idea since they both have long range scopes on them. Also, swapping the magazines in the SG1 and gewer 3 would be ideal also. Give the 30 round mag to the gewer 3 and give the 20 round mag to the SG1. Lowering the fire rate of the HBAR by 50 could be good also. i also noticed the yellow star markers sometimes glitch and have the same numbers on them. And the numbers are so small they are hard to see. I thought changing the colors on them for each player would be great. (Like the pings) Thank you
  15. 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...
  16. So how many of us liked the original Black Hornet Nano UAV mod that was entered into the Make Arma Not War contest? I know I was one for sure and I have used it many times building missions or playing single player stuff over the last few years but always end up removing the mod from my missions because of the following things I wanted to see done a little differently. TO DO LIST Be an inventory item IF at all possible; not have to be a part of the UAV backpack. FLIR, NV and DTV views decided to stick with changing views as normal as it would have been a true pain in the butt creating something entirely new for this little bugger. Fast recharge rate; or automatic recharge to simulate replacement of the battery pack. realistic flight time and distance. Easy to interact with and use the vanilla UAV controller. Ability to adjust the colors of the drone in the Editor for usage in various terrains. (Most likely not going to be a priority at all. So going to scrap this portion entirely.) Finally the most important is to update the model of the drone to be similar to the current V3 version that FLIR offers to military and law enforcement groups around the world. So a few weeks ago I reached out to the maker of the original mod. He gave me permission to modify, tweak and otherwise update the mod as necessary. Thanks to him for allowing us to do these things. We hope we can pull off the things we want to do but without the support that he gave us by giving the source files and his permission we would not be as far ahead as we are now. So as of today I can report that we have pushed into the realm of approaching a first release for limited testing. The plan all along has been to update the drone to use some commands to make it an inventory item, recharge automatically, use the vanilla UAV controller and have the realistic flight time and distance. I was able to enlist the help of @toxicsludge to make a terrific 3D and it has turned out to be AWESOME. We are now on the right track testing wise and have identified a few areas of note that are going to be improved upon as soon as possible. As soon as we can it will be released on the Steam Workshop for all to mess around with and have fun. ----------------------------------------------------------------------------------- 16 August 2018: WIP 3D images ------------------------------------------------------------------------------------ Update 19 August 2018: Got the completed model and it looks AMAZING. The level of detail he put into it is off the charts good for the size that it will end up being. Our team is excited to get this sucker completed and out the door to you guys to play with. Finished model views: EARLY INTERNAL TEST RESULTS ARE IN: How to use the drone: There is no image yet for the drone so it will be a blank spot under miscellaneous items in the editor and you can control it with the vanilla UAV console in game. Use ACE self interaction to place the drone on the ground; then use the UAV console to locate the drone and you can give it waypoints and control that way. Otherwise you will not be able to find the thing in game if you don't use ACE self interact. Couple of known bugs: Weight seems to be causing a problem with flight; it might be way to light since Arma doesn't like objects that are super light. Speed is way off and probably tied to the weight of the item. Should be right at 6m/s (~21kmh) as the max speed but I had it up over 25m/s (~90kmh) yesterday in internal testing. Ability to have autonomous flight is most likely tied to weight and therefore not functioning properly as well since it seems that wind speed affects it. Update 13 March 2019 Name change of the mod. The Black Hornet PRS is the primary focus; just want to add in a couple of other items that will be extremely helpful for the future as well. Working to get an optic in here and available for use. Working on artwork for a change in the UI for the UAV controller screen. Might be able to have a customized version that looks very similar to real life PRS controller.
  17. Hello, I would like to add weapon restrictions to specific classes. For example only AT's can carry launchers, only engineers can carry explosive charges and only medics can carry medkits. In my mission, players will be given a virtual arsenal at the start, but I don't want them to pick up anything they are not supposed to later on. So the restrictions should always apply. I have seen a few topics on how to restrict the arsenal but that is not going to work. Does anybody know how I can do that? Thank you
  18. As stated in the title, when adding a weapon to a dead unit (whom's previous primary weapon had already been removed), the weapon 3D model isn't visible to the player, albeit it being pickable from the ground and showing when inventory is opened. I'm not sure if this issue occurs only with primary weapons or with the other weapon types, too. Any suggestion? Thank you a lot.
  19. Hello guys, ı have been trying to change some of the loadouts of game classes such as rifleman, grenadier, and medic with a different weapon that is already in-game. How can I do this? Whenever ı edit the regarding config.bin files with Editpad+ it just doesn't work, it gives me out of memory errors and it doesn't really work. Am ı missing something or just doing it wrong please show me the true way for config_men loadout customization. Please help me to fix this annoying issue, ı just want to spawn "rifleman" with m4 without needing to write any codes to the Initialization sector.
  20. Currect Version: 5.3.0 (09-08-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop ModDB 2035: Russian Armed Forces v5.3.0 Please if you like and want to support our mod, feel free to donate so that we can continue giving you quality work. 🙂 (Most of the money will go towards the mod improvement, as in better models etc.) For more 2035 high quality content, we recommend to check out our sister project ArmA3 Aegis! Please do check out and follow their BIS topic and Steam Workshop! =============== 1. DESCRIPTION =============== 2035: Russian Armed Forces focuses on adding a fictional "future" version of the Russian Armed Forces to ArmA3. Great effort has been put into an attempt to seamlessly integrate them into the 2035 era of the Armaverse, so that the faction could stand right next to the others in the base game (NATO, AAF, CSAT). Featured are: - Our own uniforms, vests, helmets and gear made completely from scratch (models and textures). - New vehicles and armor, ranging from T-14 Armata, Pancir AA launcher to the Kamaz trucks, Tigr and more. Tanks DLC features fully compatible. - Usable for any kind of enviroment. Various types of camo for both ground units (Flora, Partizan, Surpat, Desert, Winter... ) and vehicles/aircraft (Russian green, Desert, Nakikda, Winter, Arctic... ) and so on. - Russian weapon pack featuring new guns such as the AK12 (and its variants), AEK, Pecheneg, PP2000 etc. Marksman DLC features fully compatible. We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders that will be replaced in the future Mod is is currently compatible with Zeus, ASDG and ALiVE. ALiVE users: Faction name is "min_rf" (without quotation marks). =============== 2. REQUIREMENTS =============== - ArmA 3 ======================== 3. INSTALLATION/UNINSTALLATION ======================== Extract the folder @Min_RF into your ArmA3 game directory and enable the mod in the launcher. Also put the Mindas.bikey into the core Keys folder. - If using CBA/ASDG, you *MUST* use the "min_rf_wp_c.pbo" and the bisign from the ASDG folder, replacing the one in Addons - otherwise you will have no scopes. You also must do it after every update. For uninstallation, disable the mod in the launcher and delete the respective folder. ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck - Betatest, screenshots, permissions. AveryTheKitty & Aegis team - Asset sharing from Aegis and vice versa. Toadie2K - AK animations. TheEvanCat - Black Titan launcher. VanSchmoozin (VSM) - Balaclava model. Sabre One - Armata models. PetrTlach - Consultations. BadHabitz - Help with solving some of the retexturing problems concering the Titan launcher. Bohemia Interactive - The rest of the assets and ArmA3. ========================== 5. MODDER'S RESOURCE INFO ========================== - Retextures are okay. Any manner of them. Feel free releasing those without asking . (for those who are interested: HiddenSelections are enabled for both uniforms and weapons) - Same goes for using the mod as a requirement for another. - Please ask our permission before releasing mods that heavily alter or are based on the assets of this mod (models etc.) ========================= 6. CONTACT INFORMATION ========================= You can usually contact us on the respective forums. Mindas BIS Forums: https://forums.bohemia.net/profile/747965-mindas/ Armaholic: http://www.armaholic.com/users.php?m=details&id=62241&u=Mindas Deathstruck BIS Forums: https://forums.bistudio.com/user/751402-deathstruck/ Armaholic: http://www.armaholic.com/users.php?m=details&id=9573&u=Slashback ========================= 7. LEGAL STUFF/ DISCLAIMER ========================= By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, yaddy yadda. ================= 8. VERSION HISTORY ================= Click to expand the spoiler section to see the changelog. =============== 9. SCREENSHOTS =============== [Click to Enlarge] Current Version: Previous (Expand):
  21. Looking at the arifle_MX_GL_Black_F's config suggests to me it can only take 100Rnd_65x39_caseless_black_mag magazines. This is stated in the magazines array entry: magazines[] = {"100Rnd_65x39_caseless_black_mag"}; However, in game I find the rifle can take the 6.5 mm 30 Rnd Sand Mag What gives? What's a surefire way I can find can get an array of magazine classes that a weapon will accept? I thought _weaponAcceptedMagazines = getArray (configfile >> "CfgWeapons" >> _weaponName >> "magazines"); was getting my acceptedMagazines but apparently not. I believe this is a bug as this behaviour is present in vanilla: I'd be interested if a staff member could explain this bug, as I assumed all weapons got their accepted mags from their config and yet the arifle_MX_GL_Black_F seems to getting its accepted bags from somewhere else? Where? Spooky!
  22. So, after dropping out of the modding scene for quite some time (like, 4 years) due to real-life commitments (getting married etc) I am finally finding some free time to get back into working on a few mods for ArmA3. I've decided to continue work on a project I started a long time ago combining all (read: most) of my previously un-released weapons. The first packs I have begun work on are the rifle pack, and the handgun pack - both of which were popular in their OFP/ArmA1/ArmA2 days. The rifle pack is likely to be the first pack to be released, but not any time soon as work has only just begun on updating the models/textures to ArmA3 standards as well as implementing new features such as magazine proxies etc. All packs will be accompanied by a supporting "core" PBO where all the magazine proxies and any cross-compatible attachments will be defined. This "core" addon will be released seperately and updated as required. As stated above the rifle pack will most likely be the first pack to be released and will (probably) contain the following: M4A1 variants M16 variants Diemaco variants (yes, L119A1s and possibly A2s as well as C7/C8 variants) HK416 variants HK417 variants Probably some AK variants This list is far from exhaustive and various other rifles may (or may not) make their way into the pack should time allow it. I'll post some screenshots of my progress on the M4s, M16s and HK41Xs in the next few days, but for now I just wanted to announce my intentions.
  23. SJB Assault Rifles v1.0 After a few years out of the modding scene I am proud to present a pack of assault rifles that I have had in the works for what feels like decades. In reality its more like about 9 years, so its close enough. CONTENTS: The pack contains 25 variants of 10 famous rifles with more planned to be added in the future. A full list of the pack's contents can be found below: - AKM/AKMS - C7A2 (Canadian version of the M16A2 with OD furniture and TRI-AD I rail adaptor) - C8A3 (Canadian version and upgrade of the M4A1 with similar additions as the C7A2) - HK416 (10" and 14.5" variants) - HK417 (16" and 20" DMR variants*) - L119A1 (In CQB and SFW variants with various furniture - 6 versions and 2 with UGL - 8 total) - L119A2 (Only one CQB model so far, more versions with various barrel lengths are planned as well as various furniture) - M4 - M4A1 (3 versions with diffrent furniture and one with a grip-pod foregrip) - M16A2 (An old classic with an M203 version) - M16A4 (A more modernised M16A2 with RIS foregrip and an M203 version). * I realise a DMR isn't technically an assault rifle, but I already had the model done as part of a weapon pack I helped develop for my old squad so I decided to include it. FUTURE PLANS: I do plan to include other rifles in future versions, as well as more variants of currently included rifles - most are in the "one day, when I have the time!" stage. Throughout development I have been in two-minds as to whether or not to use custom sound files for the weapons firing sounds. I already use a few custom sounds for the bolt opening/closing and selector switches being used when switching firing modes. However, inheriting default weapon sounds from the base game's weapons allows users to use their own preferred sound mod and have this pack integrate seemlessly with other addons that do the same. If demand is high enough I may well implement custom sounds, or perhaps an alternate config to allow for choice but as of right now the weapons use sounds from the base-game's weapons. CREDITS: Without the help, advice and permissions of the people listed below this pack would not have been possible, so a huge thank you needs to be extended to the following people: - Twinke Masta (Johan Santana) - (M4A1 base model/textures) - Krycek - (M16A2 model pieces) - Da12thMonkey/UKF - (FA556-212 Suppressor base-model/textures) - Frimenitnet - (AKM base model) - Stefan Engdahl - (M203 textures and base-model) - PuFu - (PuFu's sarcasm rivals my own and the forum post made by PuFu often kept me amused and motivated) - Eddie Price - (Massive amount of work on the textures of most rifles and attachments and a lot of suggestions for model tweaks) VERSION HISTORY: v1.0 - This release Q&A: - What does this mod require? Please see the "'REQUIREMENTS' section below - Do you plan to add <insert weapon name here>? Maybe, but don't ask/demand/request/pleased/offer bribes for......infact bribes might work... - When will the next update/addition be released? When its ready... - Can I make a mission/campaign/showcase for your addon? Go for it. Being used in missions is why I released the addon in the first place. THE ALL IMPORTANT DOWNLOAD LINKS: SJB ASSAULT RIFLES V1.00 - STEAM WORKSHOP - Mirrors to follow SJB WEAPONS CORE V1.00 - STEAM WORKSHOP - Mirrors to follow REQUIREMENTS: Arma3 with the latest update This addon makes use of CBA's ASDG-JR (Joint Rails) and as a result requires CBA for Arma3 to function properly (read: at all as its listed as a required addon in the config). This addon also requires 'SJB Weapons Core v1.0' which contains all of the ammunition, magazine defines and magazine proxies for use across all of my planned weapon packs.
  24. Napalm and WP Smoke marker rockets by ANZACSAS Steve. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Steam Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 - This is a port of my work from Arma 2 and Unsung but updated to Arma 3 specs and standards.:) - Napalm bomb and White Phosphorus Smoke marker rockets. - Napalm fire gives damage for full length of time for AI and players. - AI cannot see through smoke and fire efx. - AI Suppression effect added. - Support module compatible.See example mission. - Works on US and Independent faction fixed wing aircraft. - CUP and RHS aircraft compatible. - Secret weapons mod and SAB's military aviation pack compatible. - Firewills A-10, F-14,15,16,18 compatible. - F/A-18 Super Hornet compatible. - Unsung, NZDF and USAF mod and many more. - Works for addons that use default naming system for pylons/hardpoints. - Airborne napalm efx and damage will travel in the direction of the strike! - Comes with Enhanced,more brutal and intense CAS modules to add into your missions for instant light and heavy ,high and low napalm and bomb airstrikes! - Comes with example mission for Support Module airstrikes.Found in your @ANZACSAS Napalm and WP Smoke marker rockets Mod folder. - Comes with two MP Missions with the MK77 Napalm added to aircraft. Altis - Save the Platoon and Tanoa - Carrier Ops day3. - Anyone wanting to use this addon /code in their addon or mod just ask.:) - Optional but recommended to be used with my other Particle efx mods - here - https://steamcommunity.com/sharedfiles/filedetails/?id=1484261993 and here - https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369 - Thanks to BI and the community. - Enjoy.:) - Credits - - Code,Particle Efx and Sounds by ANZACSAS Steve. - Model and Texture by Mondkalb.Big Thank you.:) - Model and Texture modified file paths and alignment to Arma 3 by Firewill. - Dual Rail bomb mount model and Texture by Firewill.Thanks bud,nice one.:) - Big thanks for the awesome showcase vid by Viper1Zero and also one by Haze. - Thanks to DustSabre for setting up the reflective surface efx.🙂
  25. DESCRIPTION: This addon will add 13 World War 2 weapons to your IFA3 LITE: - FG42 (including bayonet, adjustable sight and deployable bipod) - M12 shotgun (including M1912 bayonet) - M3a1 "Grease Gun" submachine gun - PPS-43 submachine gun - Pistole 640(b) "Browning Hi Power" with German Markings - Radom VIS P35 pistol - Walther PPK pistol - SMLE No.4 Mk I rifle (including spike bayonet) - SMLE No.4 Mk I (T) sniper rifle - Sten Mk.II submachine gun - Sten Mk.II silenced - Sten Mk.V - Welrod Mk.II silenced pistol - PU Scope for SVT-40 (IFA3) All weapons can also be found in a Ammobox in the form of a German Fallschirmjäger Drop Canister. You will need IFA3 LITE for this addon to run. RELEASE DATE: 25-Dec-16 LATEST VERSION: v1.0 AUTHOR: Lennard ----------------------------------------------------------------------------------------------------------- SCREENSHOTS: - Mods used in screenshots: IFA3 LITE, Faces of War & Direone's static anims. CHANGELOG: v1,0 - Initial release KNOWN BUGS/ISSUES: None known at the moment. CLASSNAMES: CREDITS: STEN MkII - Seph & BuLL5H1T STEN MkV - Synths M3a1 - RedRogueXIII & Teh Snake PPK - RedRogueXIII Welrod - RedRogueXIII M1912 - KnechtRuprecht (Moritzmayer.de) M1917 Bayonet - Divesh Deusion Jagger FG42 - Lap Lam Chan SMLE scope - Vilas PPS-43 - Vilas P-35 - Lukelcc & Megamawman Browning Hi Power - Mr. Rifleman PU scope - Mr. Rifleman & BuLL5H1T FJ Drop Canister - Lennard Config help - El Tyranos & Kju EULA: By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - This addon may under no circumstance be used in any monetized server. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. ----------------------------------------------------------------------------------------------------------- REQUIREMENTS: Arma 3 Iron Front in Arma 3 LITE DOWNLOADS: LEN_IFA3_WP_V1.0 (Mediafire) Steam workshop Mirrors are welcome! Have fun!
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