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Found 70 results

  1. 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...
  2. Hi fellas, I've been scratching my head over these for a while now and not getting any closer to figuring out what's going on. I've tried the Discord a few times, but I think these questions may be a bit lengthy for that and haven't gotten any responses! Situation: finalising adding pylons and associated scripting for our modpack's helicopters, and these differ from vanilla helos in that: a) they may have both a pilot and gunner controlling pylon weapons simultaneously (rather than all pylons controlled by one or other), and b) who controls each particular pylon varies between different presets of the same vehicle. First issue: a "SAFE" weapon that we include as the first weapon for all vehicles vanishes ONLY IF the pylon loadout is altered in the mission editor. So, we have fairly standard SAFE weapon added as the initial weapon for both pilot and gunner. The weapon is defined with a magazine name that doesn't exist, and when we specify the magazines[] for the vehicle we just include nothing - so the players see a read "SAFE" weapon with no rounds that they have to swap off to actually fire anything. Having added pylons to the helicopters, these still work just fine upon loading into a mission. HOWEVER, if I alter the pylon loadout in the editor at all (via the vehicle's attributes pane, and simply swapping one ammo-type for another ammo-type for the same weapon for the pilot, for instance), then both the pilot and the gunner don't have the SAFE weapon show up any more - their initial weapon is the next in the list/first pylon, and cycling through all weapons reveal it's missing. Has anyone else experienced this, or have an idea what might be causing it? I've checked other mods out and they don't seem to encounter the issue, but I can't spot anything in their configs that reveals an obvious difference. The only workaround I can think of is to rip all weapons off on spawn and then re-add them as well as the static weapons/magazines as part of the init... but this is obviously not a great solution and also runs into the second issue. Second issue: I cannot find a reliable method via scripting to determine which seat controls which pylon station. As an example, if the vehicle's default loadout has the pilot controlling two wingtip stations and the gunner controlling two inboard stations, then if this is changed in the editor so that actually they've swapped so the pilot controls the inboard stations and the gunner the wingtip stations then I can't see any way to find this information out. As I'm trying to finalise the in-mission rearming GUI for pylons, this means that currently I have to try and guess who controls which pylon initially (to pre-set the ownership options on loading the GUI) and then store that in a custom variable after this to facilitate behaviour for the rest of the mission. It also means that I can't accurately workaround the first issue by removing and re-adding weapons/magazines due to not know the actual order to reattach them in to retain all the same animation/behaviour. It also means that the guessing function is a bloody awful nest of loops and array comparisons, with lots of checks to ensure the totals match after each step etc. Is anyone able to offer insight into either of these points? If more convenient, I'm available to chat via Discord or TS - just let me know ☺️
  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. Hi all, Perhaps I missed something, but, for whatever reason, it's impossible to make difference between sides or factions for an OPFOR Katiba and a BLUFOR MX . So weapons haven't side. I never found something useful in cfgWeapons to make a filter for faction, side, even group or unit using such or such weapon. I imagine that if you want to filter all BLUFOR used weapons for arsenal or any loot script, you have to grave in marble the array of all weapons you want to manage... Typically, that's what I want to avoid: elaborating fixed lists for any mods... boring! So If you have a solution... thanks for sharing it. At this time, I have a little workaround, not the best I'm afraid. If you want weapons used by BLUFOR: private _wpnsWestList = []; private _cfgMen = "getNumber (_x >> 'scope') >=2 && configName _x isKindOf 'SoldierWB'" configClasses (configFile >> "cfgvehicles"); { _cfgWpnsW = getArray (_x >> "weapons"); {if (getNumber (configfile >> "cfgWeapons" >> _x >> "type") in [1,2,4]) then {_wpnsWestList pushBackUnique _x}} forEach _cfgWpnsW; } forEach _cfgMen; _wpnsWestList = _wpnsWestList - ["B_Patrol_Soldier_HeavyGunner_weapon_F"]; Note: I was surprised to find such unit classes like "B_Patrol_HeavyGunner_F" and its "B_Patrol_Soldier_HeavyGunner_weapon_F" as primary weapon which is a simple "LMG_Zafir_F". Don't ask me why this exception... For OPFOR, anyway, change 'SoldierWB' to 'SoldierEB' (and remove the last line of course) , and for INDEP, 'SoldierGB' will do the trick. Any improvement or better idea is welcome! Thanks
  5. 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. New to version 2.3: A brand new L7A2, L9A1, L131A1 and L105 family along with a long list of updates to our existing weapons. For full details, including user and admin guides, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-baf-weapons/ VERSION 2.5 Updated: RKSL scopes moved from being internal to an external dependency SCREENSHOTS DOWNLOAD Current version: 2.5, released 4th April 2019 Download from Steam Workshop License and DisclaimerFor details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  6. 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 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 Interdiction Unit Chernarus Civilians Chernarus Local Defence Militia Chernarus Police Department Cold War (Early) US Forces Cold War (Late) US Forces 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 Chernarus Civilians Chernarus Nationalist Militia Chernarus 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 Chernarus Anti-Government Militia Chernarus Civilians Chernarus Police Department Cold War (Early) Soviet Forces Cold War (Late) Soviet Forces 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 In addition, this mod also adds extra vehicles to the following factions: FIA RHS CDF Regulars RHS CDF National Guard RHS US Army Release notes version 2.0.2 Added Arma 3 quality muzzles flashes to T-series tanks. Added Icon flags to all Factions to match BI config Added M939 Desert and Woodland to RHS US Army Factions Added IED resistance to MaxxPro MRAP Added MTVR Desert and Woodland to RHS US Marine Corp Factions Adjusted CW Infantry load-outs Adjusted Police Sirens and Lights to be useable by Zeus-controlled Units Changed M16 hand animations to fix broken left wrist Fixed Attribute inheritance on S21 and S23 Soviet artillery allowing for ammo selection in Eden Fixed broken inheritance on T-72BM CommanderOptics turret Fixed broken Commander turret / dshkm on RHS T-series Fixed broken rear door animation on S1203 Fixed CW US Factions side = 0 instead of 1 error Fixed Maxxpro gun feed axis Fixed M939 RPM dial Fixed missing FFV seats on UH60M Fixed missing passenger proxy from Mutt Jeep visual LODs Fixed missing zasleh3 selectionFireAnim on T-72 series Commander's Dshkm Fixed Willys and Mutt Jeep Engine hitpoints Fixed Willys and Mutt Jeep mirrors not showing a reflective surface in external LODs Fixed M60 GPMG heat shield face glitch on infantry and mounted weapon versions Improved glass on S1203 Screenshots Download Current version 2.0.2, released 18/11/2019 Download from: Steam Workshop License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  7. 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
  8. Arma 3 Assets Navigating through 1000+ game objects can be a mess. To help you with finding a soldier, vehicle, object, item, weapon or magazine you want, we're going to maintain an official library of Arma 3 Assets on the Community Wiki. Entries are cross-linked, so you can easily access soldier's equipment, weapon accessories or addons they all belong to. Preview images are attached to every object and item with model, so you can check them without even starting the game. Have fun with modding ;) Objects By addons By side BLUFOR OPFOR Independent Civilian Empty Items By addons By type Weapons Vehicle Weapons Items Magazines
  9. LionheartSr

    Vigor

    There has been a problem with crafting guns that take more than 20 minutes to complete on my account. One gun in specific is the ADR-97. Whenever I craft this gun and this has been a problem since I reached level 13, the weapon starts to craft, but then when I close the Vigor game app for more than ten minutes the weapon disappears as if I haven't done anything and all the materials used in the crafting process leave also. This is a fundamental but very serious bug or glich that needs urgent attention.
  10. cw.fire@gmail.com

    how do i find info

    Hi all Im trying to find the balliostic properties of a sniper rifle from a user created addon, in order to use it properly with ace advanced ballistics. I'm not sure it's modelled on real world stats so I need to look at the relevant file. Could someone please explain how and where I need to look Many thanks CW
  11. Dustin Paul

    Weapon switch issue!

    I’ve had this issue a few times and it is becoming very frustrating and causing me to lose matches. I get into a gun fight and get wounded, I find cover to heal, get back into the fight only to find that the weapon I had been previously fighting with has been switched to my sniper rifle?! Obviously not ideal for a close quarters battle, considering I had a sub machine gun equipped before healing!! 😡😡😡 I’ve been gunned down three times so far due to this issue, both in solo and duos. Also on different maps.
  12. FAP UNITS for A3 Latest version: 1.4 (Apr 1 2017) Here comes the FAP .... Foes & Allies Pack, of course <g> :) this addon features: Shots made by: scruffy. I. Factions for my released islands such as: Afrenian Army & Police Molatian Army & Armed Civilians ARL Lingor Rebels GAL Government Army of Lingor Cecanian Army (currently occupying Isla Abramia, in regular & winter camo) Abramian Rebel Alliance & Police (four tribes with 4 camos, trying to restore order on the same island + policemen that operate mainly from capitol of Yolandi) Red & Blue Gangs Alienz Zetaborn & Reptile II. Vehicles There are some vehicles present, but mainly A3 skinned ones: Antonov An-12 Cub (Military & Civil variants) Fennek recon vehicles for Afrenian army (Afrenian Leopard camo) Leopard 2A5 (Afrenian Leopard camo) Abramian Police car (working lights & siren as horn/LMB) Kamaz trucks for almost all factions etc. III. Weapons & Equipment AKM, AKMS and RPK rifles && 40mm Grenade launchers M16A2s/ AR-15s RPG-7 SVD Dragunov PKM M1911 Igla AA Steyr AUG A1 Gasmask SF-10 1 Kilo of Cocaine 1 Stack of Dollars List of classnames for Units: Available at -> http://www.icebreakr.info/fap/classnames.txt Contributors/Credits: - NZDFCrash (soldier model, weapons, configs, etc.) - Sahbazz (mags, configs, help, etc.) - TRYK xmosmos, zabb (Gasmask). - Kiory (head mask for Natives, coming with next version) - LordJarhead (sounds) - Rocket (Steyrs) - Kol9yN (Cocaine pack model) - RobertHammer (Grenade Launcher Hand Animation) - Bad Benson | alien model, scripts, energy weapons for Zetaborn faction - Ryan_D, Colonel26 | Aliens A1 Mod conversion for Alienz/Zetaborn Faction - Hitcher | Spaceships & Tanks Creations used for Alienz/Zetaborn faction - HcPookie | An-12 Cub Download Available here | 7zip archive 200MB Official Website http://www.icebreakr.info
  13. MAGAZINES REPACK Hi all, Here is a simple script for repacking magazines by double-clicking on them in inventory. Just add it in init.sqf or better, in initPlayerLocal.sqf parameters: NONE MODIFIED 01/11/19 Have fun!
  14. Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Arma 3 Aegis is an unofficial expansion created for the vanilla 2035 setting, designed to mesh perfectly with existing content. Along with new factions, weapons, vehicles, and gear, Aegis provides a platform update that overhauls several weapons and vehicles to make them more authentic to their real-life counterparts, while remaining loyal to their Armaverse depiction. Plenty of older, cut / unfinished content has also been reintroduced, such as various shotguns, the F-35F, and tons of infantry equipment. Arma 3 Aegis is currently in its beta stage, some content may be work in progress, removed, or yet to be implemented. Art by Mr.Mustache Addons Credits Content Steam Workshop Discord Patreon
  15. Promotional leaflet We present you the newest novelty toy from the remote island republic that normally you'd associate with cheap reasonably priced electronics - airsoft gun replicas! Aimed at adults and children of all ages*, airsoft gun replicas provide realistic military fun compared to no other toy. Republic of Folk Airsoft replicas provide: A collection of realistic looking gun replicas Both realistic and high capacity magazines A pack of safe to play 6mm plastic pellets * Safety hazard: never aim your airsoft replica at other people nor animals! Details Currently Republic of Folk Airsoft provides two vanilla guns converted into airsoft replicas: P90 SMG and P99 pisol. They fire visible pellets at muzzle velocity of 350fps, have almost no recoil and are accurate at the distance up to 35 meters (60 if you aim high). Ammo comes in two versions - lethal and non-lethal. The latter one requires some scripting on mission maker's side in order to do anything (or not, maybe your Milsim group can use these for training 😁) Links Try our official airsoft missions! https://steamcommunity.com/workshop/filedetails/?id=1859324690 Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1846060911 Source code and non-Steam downloads: https://github.com/republic-of-folk/folk-airsoft/releases License Arma Public License Share Alike (APL-SA) MADE IN FOLK
  16. 1. Fall damage is OP, you jump off a pebble and BOOM... you’re almost half dead already. 2. Weapon Accuracy is dreadful, bullets do not hit efficiently enough especially with a controller. 3. You need to add K/M support for this game. 4. Too many bugs and glitches causing myself and many other VIGOR players to lose all items in game and have to re grind the items over and OVER AGAIN. 5. Every character looks identical to each other. Needs a lot more clothing items in the store. 6. You do not even know who your own team mate is due to lack of HUD, you need to add an Icon above there player to symbolise it’s uour friend and not enemy. 7. Bullets to not shoot properly from a gun and what I actually mean is that when you’re trying to spray your machine gun, only a couple bullets come out and you then have to tap the RT button rapidly as if it’s a single bullet gun. 8. VERY repetitive, needs to add in game events to keep players wanting to play more and not do the same thing which is sprint to the safe house and then sprint to a safe zone and repeat over and over again. 9. WHY IS CROUCHING IN THIS GAME SO DAMN LOUD JESUS. 10. Dev support is ridiculously slow, this game came out in July 2018 and what has happened but add an in game lobby and some guns? Every patch update has done nothing but make the game worse, I’m still finding myself freezing in random spots, server kicks or not being able to use my weapon and die. 11. Add a ranking system so again it’s fun to be able to rank up and see the levels in game lobby. 12. Add some stats so we can actually see how many kills we have made, or how long we’ve walked, how long been playing for ETC... 13. Focus on your player base, I’ve seen soooooooo many players making suggestions or mentioning about bugs and nothing is being done. They’re simple bugs to fix and we’re still facing these every day. 14. Loads more to complain about but I would probably go to 100+ so I’ll leave it here. Feel free to continue this on in the comment section if I have missed anything you guys may be struggling with for this game, I will be adding an IDEA poll soon so once again share some ideas and I’ll add them in.
  17. 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):
  18. Hi guys: I have been handling the game's most popular addons for a long time, CUP, RHS, SMA, KA, however, I don't think they are very realistic: I mean the weight of weapons, range, recoil, dispersion, impact, types of ammunition Is there any addon that is closer to reality? Many editors and players greatly appreciate the appearance of each weapon, its modeling and termination. This is important, but the rifle's behavior I think is much more.
  19. I am working on a spreadsheet of all stock and mod weapons that I have. Unfortunately there are tons of them, and typing in all these values by hand is quite a pain. I figured there has to be a way I can extract data from converted config.bin files for each weapon. (Spreadsheet would parse through the *.cpp files -- somehow - I don't know how yet). So where I am stuck is... how do I find these values in the config.bin/.cpp (converted) file for example the Khaybar? The values I have used in the spreadsheet are screenshotted, using the ACE virtual arsenal. Where is Range defined? Where is Impact defined? Where is MIL and MOA accuracy defined? Where is weight kg/lbs defined? Where is the ammo type defined? Where is the muzzle velocity in meters/second and feet/second defined? Where is barrel twist and length defined? displayName="$STR_A3_CfgWeapons_arifle_Katiba_F0"; gives me the weapon name, but not in a user-friendly way. How can I find that? Lastly, do any of these numbers have to be multiplied by another number to get the "true" representative number? For example, I see dispersion is for example 0.00145 You'll see in the screenshot below the cheap way I have to figure out range/impact by placing a grid of 10 squares over the graph bars, then deduce from that.
  20. The effect of weapon on AI accuracy by nkenny Abstract* Testing the effect of weapon on AI accuracy. Introduction The weapon an AI soldier is equipped with greatly affects killing power. Even when the class of weapon is nominally the same, weapon configuration plays enormous part. This is especially evident when similar weapons from different mods are used together. To explore the effect of weapon on AI killing power I built an experimental suite. Experiment The test was conducted while running only CBA, CUP Weapons, RHS Russian Armed Forces and NIArms. The player profile was newly created and no AI skill tweaks were made. Description I placed a single shooter on flat terrain, back turned towards a four man group of enemies. The four man team is concealed from the shooter (his back is turned). Each soldier is identically equipped with no body armour or helmet or weapon. After five seconds the shooter is given a weapon and given perfect information about the enemy. This results in him turning and engaging the enemy. The targets are spaced at two meter intervals and the test was run on a 100m and 200m range (normal combat engagement ranges). Shooter and targets were forced to remain static and remain in a standing position. My point of comparison was the AKM rifle. Ubiquitous in enemy hands and mod packs alike. I provide data for the modern MX rifle with a HAMR RCO as a frame of reference. The exercise is over once three minutes has passed, the shooter has expended all ammunition, or all targets are dead. Measurements are printed on screen and recorded on the clipboard. I paste that information into a document. Measurements I ran the exercise six times with each weapon. While not enough for statistical evaluation, I nonetheless deemed it sufficient to get a sense of the performance characteristics of each weapon. - Hits, each bullet that impacts a target. - Shots fired, maximum is 6 magazines: 180 rounds. - Accuracy, hits divided by shots fired. - Time, time in minutes and seconds. Record After each round I recorded weapon class name, Accuracy, (hits / shots fired) and time. Each measurement is averaged (in red). Expectations Mod configuration will vary somewhat. With CUP weapons being more accurate than RHS counterparts. Data @ 100 Meters Data @ 200 Meters Findings @100 Meters At close range the vanilla AKM and CUP AKM are closely matched. With a slight edge to the vanilla gun. RHS weapons are considerably less accurate than all other counterparts and require four times the amount of time and rounds fired for similar effect. The numbers for the NIArms AKM belie their effect on target. Toadie's AK tended to fire in bursts, but with a highly accurate first shot. In effect the gun killed with the first shot, but burned off a few rounds into the air-- wasting time and bullets. @200 Meters At mid range the differences between the weapons become evident. CUP weapons are almost twice as effective as their vanilla counterpart. RHS weapons are considerably less accurate than the others. Which is not to say ineffective. Rate of fire is high and spread provides greater coverage-- area of fire-- than the other counterparts. As for NIArms: the rifle comparatively is laser accurate, out shooting all other alternatives. Contrasted to RHS it provides almost eight times more killing potential. It even compares favourably to the vanilla MX with a optic. Conclusion Not all AKMs are created equal. The killing potential of each gun varies wildly from mod to mod. The most deadly close quarters AK is the vanilla, while in most combat ranges, the NIArms gun outperforms all other alternatives. One obvious take away is that there are radical differences of capability with two presumably identical weapon systems. This is one reason why I would advice consistency in mod sets. Another is that this vast difference in capability need not match the players performance, expectations and experience, with the same weapon system. In the case of the AKM, I believe most players find them very similar-- aside from minor differences in sight picture and sound. In fact to test that very thing I used the same suite to record my own times. I won't post the results here, but they were largely similar across mods. The test itself remains neutral to the intended design intention of the style of configuration each mod adopts. The comparable lack of accuracy of RHS weapons need not be read as a flaw. There are arguments both from the perspective of realism and game play to prefer less accurate weapons. - Firstly, the sort of 'white room' engagement against a non-responsive, non-moving target is hardly applicable. Handling performance on sterile ranges fail to convey the stress of combat shooting. Most studies into the effect of combat on marksmanship show a massive decrease in effective accuracy. RHS weapons simulate combat shooting, rather than target plinking. - Secondly, more shots fired and fewer one-shot-kills, is generally good for game play. At 100 meters vanilla, CUP and NIArms equipped soldiers can eliminate an inattentive fire team in less than 10 seconds. While demanding some caution is good, such a quick end also means a quick end to the session for the player in question. - Thirdly, RHS comes with an entire dimension of weapons. Accuracy comes with modern quality. A RHS M4A1 is more accurate than an AKM. So is a an AK74. See references. Many communities depress AI accuracy values. The considerable accuracy of CUP and NIArms weapons need not be a flaw. Follow the links in the references and one can see the extreme degradation of accuracy based suppression levels. The considerable default accuracy of vanilla weapons, the presence of multiple stances, all are suggestive of a very specific type of gameplay. Soldiers should be cautious and reveal their positions only momentary. Suppressive fire is very effective. It is more important to suppress all dangerous enemies than it is to pursue time consuming killing shots! When the AI is accused of laser accuracy, it will in some cases be due to failure to adequately suppress-- through fire superiority-- the enemy position. Finally, I suspect, particularly in regards to the user made modifications there are considerably differences. Test are done in different AI setting ecologies-- tweaking AI skill is easily (if somewhat obtusely) done. If I shall brave a conjecture I expect CUP weapons, being added more along open source model will show greater variance in configuration. NIArms weapons are developed with an eye towards delivering an uncompromising experience for the shooter. The AI comes much later. All of this means that mod makers and mission designers must pay attention to the source of the weapons given to the AI. Future tests 1. The same platform can easily be used to test other weapons or family of weapons 2. In the future I would like to test ranges out to 300 and 400 meters** References - Original thread on nopryl.no, further numbers, weapons and experiments are here - Experimental mission, links to mission for your own testing -k * Dear mods: Feel free to move this thread. While relevant to mission makers and mod developers equally. It seems sufficiently meta to concern general players, but it is not pointed enough to belong to the mod discussion forum. ** My initial run with standing RHS weapons yielded one hit across 180 rounds. In other words. If faced by a lone, standing gunman armed with a RHS AKM. At 300+ meters you might as well remain stationary and standing yourself.
  21. 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 2.8k+ 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 : http://www.exilemod.com/topic/25999-dualarms-two-primary-weapons/ 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
  22. Rather than continuing to release Spearpoint as a monolithic mega-mod, I'm breaking it down to enable faster updates and to give players the customisation to create a set up that suits their group (in the same vein as 3CB and others). This post details the weapons packs of this mod. Coming soon: Fully featured FN Fal & more Latest release: L2 Sterling SMG Get it now on Steam Workshop The L2, ubiquitously known as the "Sterling" after its place of manufacture, is a British submachine gun in service with the British Army from 1953 to 1994. Originally developed by George William Patchett during World War II as a replacement for the Sten gun, the Sterling submachine gun enjoyed post-war success both domestically and internationally. It continues to be used by some police and military forces around the world. First release: Lee Enfield No.4 & L42A1 pack Get it now on Steam Workshop Post WW2 the Lee Enfield became one of the most widely available weapons in the world. Cheap, reliable and accurate, it saw use by nations big and small, insurgencies and police forces and more. Want to keep up to date on all Spearpoint releases? Subscribe to the core Spearpoint mod here, all future releases will be added as dependencies. Also, Join the Discord! Credits License
  23. Napalm and WP Smoke marker rockets For Arma 3 Version 1.1 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. - Works on US and Independent faction fixed wing aircraft. - CUP aircraft compatible. - F/A-18 Superhornet compatible. - May work for addons that use default naming system for pylons etc. - Signed and has server key. - Update V1.1 - - Napalm Canister/bomb texture now looks correct colour.(grey/silver/metallic) - Reflective surface for canister/bomb. - added a touch more AI Suppression. - Fire on the ground gives more damage. - Reworked the WP effects. - Added compatibility for RHS,Unsung and NZDF mod. - Fixed Dynamic view distance scripts in MP Missions. - Comes with two MP Missions with the MK77 Napalm added to aircraft. Altis - Save the Platoon and Tanoa - Carrier Ops day3. - 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 - Anyone who wants to help out with any aspect of the mod contact me.:) - Anyone wanting to use this addon /code in their addon or mod just ask.:) - If you like this addon hit the rate button with a thumbs up.:) - Thanks to bis 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 Haze. - Thanks to DustSabre for setting up the reflective surface efx.🙂 https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  24. WarfareThai EX by Roh_Z the Lord_Booka More medias at: Description: WarfareThai EX (WFT EX) is aimed at adding the various faction forces to Arma 3. It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, Terrorists (Middle East), and some minor factions. It also includes new weapons, new various map objects, and consumable items: food (heal) and drinks (restore stamina). Although the name implied as Thai Armed Force(s), in fact, this mod attend to focus more on weaponry, opfor units, and factions. Download: Steam Workshop WarfareThai EX v0.1.5.9 (Pending) Features: Thai Armed Forces (Modern) - possibly current TAF. Thai Armed Forces (2035) - future TAF which has joined CSAT side. Free Thai Movement - freedom fighters who want to liberate Thailand from CSAT. Takistan Kingdom Army - for A3MP, ALiVE, and Zeus. Takistani Insurgents - for A3MP, ALiVE, and Zeus. Chernarus Defense Force - for A3MP, ALiVE, and Zeus. Chernarus Insurgents - for A3MP, ALiVE, and Zeus. Terrorists (Middle East) - for A3MP, ALiVE, and Zeus. Pirates (African) - for A3MP, ALiVE, and Zeus. African Insurgents - for A3MP, ALiVE, and Zeus. New Uniforms. New Vests. New Headgears. New Weapons. New Vehicles for TKA and CDF. Consumable Items. Note: Completed lists of the Classnames http://pastebin.com/RS4MK8kt Consumable items can be consumed by double-clicking item pictures on inventory screen. Raw food can be processed by double-clicking in front of any inflame object. PPSh-41 and FN Minimi Para can swap magazine interface by dragging the alternated one then dropped-over on current active magazine slot. Optional to compatible with ASDG Joint Rails by copy COREVCompatibleItems.pbo and bisign (respectively) from \Compatibles to \Addons. Optional to compatible with RHS:Escalation by copy COREVCompatibleRHS.pbo and bisign (respectively) from \Compatibles to \Addons. Player can select any insignia by holding CTRL then double-click at uniform icon (uniform slot) on inventory screen. Bomb Vest can be activated by holding CTRL then double-click at vest icon (vest slot) which is showed on inventory screen. When enabled 3D target spotting: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). When enabled spotting distance report: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). Known issues: Some vehicles, and weapon models, and reload animations, are still WIP. Sometimes, when spawned units in Zeus mode on Dedecated Server, they can contained only one magazine in their pocket. According to http://www.legion-arma3.de/forums/topic/warfarethai-ex-thai-armed-force/page/2/ 3D Spotting Target can increased network traffic and lead to desync. Credits & Thanks: Bohemia Interactive - the game and sample models. Aplion - ArmA2 UK vehicles Unbinarized. Rusty - Various Camo Patterns. Toadie's SmallArms and Animations - AK reload animation & G3 reload animation More in readme.txt which is included in mod folder. Changelog: v0.1.5.8 - WarfareThai Launch84mm_M3 now can accept Tanks DLC's MRAWS magazines. - WarfareThai Launch130mm_9K115 now can accept Tanks DLC's Vorona magazines. - Fixed some minor issues.
  25. Hi community! My name is Paul and I am an illustrator, designer and author. I am also an amateur mod maker with ~20 years of experience beginning with Operation Flash-point all those years ago. Over this period of time the mods, maps, utilities, textures, concepts etc., that I have made were downloaded hundreds of thousands of times. This is not me trying to brag but to demonstrate that when I commit to a project I see it through to success. It's been a while since I wanted to commit to such a project and now the time has come. The Eden editor is a fun tool, and so I've come to join all of you. There are two projects I currently have in progress. These projects are very different but serve as a learning environment to develop future goals. Both of these projects use a GUI "toy" which is a major element that I want to incorporate in the final project. Ultimately I'd like to release these projects as "modular plug-ins" (a combination of in-engine assets and the scripts to run them), which fit easily into any existing or future scenarios. Here, my first goal is to post sample missions of the two current projects for others to try out and to show my participation with the community. A long time ago on a NEXUS far-far away I released a mod titled "187gurlz" for Fallout 3. The primary character, named Sasha Ashe, was an ass-kicking wasteland warrior devoted to assisting the player restore hope to the capital waste. The first modular plug-in will be a companion mod very much like the ones we're familiar with for Bethesda games. The first part will be the GUI toy connected to a generic character (which you can assign female assets to if you have them). The second part will be the same with custom assets for the female model. That's where you come in. I need the model assets to make this module stand-alone. Necessary is the Female model/outfits. Potentially custom weapons, too. Download link: SWO Mission Control The balance of flight mechanics in ARMA III, somewhere in the middle between Battlefield and DCS, are very appealing to me. With the same GUI toy philosophy in mind I am creating a mission control interface which can be slotted into any existing and future "flight oriented" scenario. Although I've had success getting all the elements to work, surely my scripting is poorly executed and, if nothing else, not optimized. That's where you come in. If you're interested in examining and potentially editing these scripts I'd be excited to see your feedback. Download link: JET TOYS My intention is to submit these projects to the community as a demonstration of participation and aptitude. And to potentially find like-minded modders of all different skill sets to work on a more ambitious future project. I'm honored to be here among service members, grumpy old men, and some alarmingly proficient computer science majors. Thanks for having me in your community, Paul
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