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Found 7 results

  1. StriderTibe

    02: Ambush completed the hard way

    Well this game can still suprise me, even today. After a few retry and loaded saves, it turns out that ambush can be completed the hard way, even after the tanks starts rolling in, and you get the command to retreat from Houdan. It was true chaos, completely alone there, running in and out of houses in the town, popping armored vehicles, and some straggler infantry while trying to scavage even more rgp rockets from dead soldiers avoiding any line of sight with those bmp-s and t72-s, and those sneaky soldiers closing in on me. At the end the only thing that prevented the mission completion is some random enemy sitting with a grenade launcher east of Houdan. When i finally found that guy and dealt with it, the mission finaly get a good ending, despite my commander nagging me to evacuate with that chopper the moment we set foot in the town. Here is my proud achivement of completing this absolute insane mission on veteran difficulty. https://imgur.com/a/V5VDUdK This game still rocks, and still can be a challanging immersive and fun experience, even with its sometimes funky graphics. Any other non-convetional ways to complete missions you guys know about?
  2. Briefing: After a couple of days' waiting, we're moving this morning against the Russians. Armored and infantry divisions across the whole front line will break through the enemy positions to the north. Our orders are to seize the area around the towns of Dourdan and Houdan. Intel reports only light armored and infantry presence - so hopefully this shouldn’t be too hard. Even so, it might be worth looking back over a few training notes. Just to be safe. Word from the creator: 18 years ago, Bohemia Interactive lead by Marek Spanel, release Operation Flashpoint (now Arma: CWA). I was 8 years old at the time when my dad brought the DEMO home. I played AMBUSH a million time and it never ended the same. I spent 7 years on OFP before switching to the newest releases. I have dedicated my Gaming life to the Arma series and will continue to do so as long as I can. This is my gift to Bohemia, to Marek and to the Arma 3 Community to which I am dedicated heart and soul. OFP never dies. Localization: - English [Audio YES] [Subtitles YES] - French [Audio NO] [Subtitles YES] - Italian [Audio NO] [Subtitles YES] - Spanish [Audio NO] [Subtitles YES] - German [Audio NO] [Subtitles YES] - Czech [Audio WIP] [Subtitles YES] - Polish [Audio NO] [Subtitles YES] - Portuguese [Audio NO] [Subtitles YES] - Chinesesimp [Audio NO] [Subtitles YES] - Chinese [Audio NO] [Subtitles YES] - Russian [Audio NO] [Subtitles YES] - Turkish [Audio NO] [Subtitles WIP] - Japanese [Audio NO] [Subtitles WIP] Credits: - @Bohemia Interactive and the Devs for their amazing work. - @Greenfist for the artwork. - @Dave for the teaser video. - @Whiplash for the Portuguese translation and testing. - @thebuckfastwine for testing - @[HA]Keaf for he Russian translation. - @Qinetix for providing the Czech mission. - @classicarma for the Chinese and Chinesesimp translation. - @veteran29 for the Polish translation. STEAM WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=1842439195
  3. Mayhem Toys Brought to you by John Kalo and zigTtzag(zTt) Used to be a drug lord. Chose to become a terrorist. Won't be able to change again. 1.] Hypothesis: Shilton is the leader of a Non-Governmental Organization named Shanix. Shanix is supposed to be aiding poor families by providing their kids with toys. In reality however Shanix is in the drug business. While avoiding law enforcements they use toys so as to transfer drugs without being detected. That was about it until a few days back.. You see lately Shilton has seen his drug business bankrupt due to lack of buyers. Due to that he is having money issues which resulted in him searching for new ways to earn cash. Sadly he has found a way.. A terrorist group called Al-Jid has contacted him and offered him millions will he place bombs into the kids’ toys! He said yes. A new Fur Bunny toy has been released and he is now about to deploy his bombs. Once a kid lays pressure on the toy it will explode. So we have to stop him! We have no evidence. He has got a gang of legal criminals constantly guarding him too. So what can we do? We can hire you! You are a task force of the Private Military Company BFD. Brutal Force Defenses is available to assist and eliminate Shilton once and for all. It will be an off the record essential operation. 2.] Important details: a)In SP you should be the THE GROUP LEADER of the BFD team. b)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. c)You should NOT DISABLE AI units that are in your team. Those units should exist for your convenience. d)The mission has got 2 possible endings. e)Respawn:Instant, no vehicle respawn however 3.]Requirements: 3.1]Players' skills: Serious combat abilities and basic organizing skills. 3.2]Technical: Arma 3 Apex, CBA, ASR AI3 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.]Website SubLink: here 7.]Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-1/mayhem_toys.stratis.pbo?dl=1 Your feedback about things we can improve or things that we should keep is really important so you providing it would be great. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits. Enjoy
  4. Download: MIL_SBF_Pack - Dropbox * Demo scenario included (as seen in the below video). Description: MIL_SBF is a set of functions that allows a user to set AI up to provide support by fire WHERE, WHEN and HOW they need it. MIL_SBF currently only comes in one version, Basic, and supports infantry and static weapons/turrets (including autonomous turrets). An advanced version will be added to the pack at some point, which will allow far greater control over most aspects of the SBF function. I'll also do up a sniper specific version. This is something I started working on around 2 1/2 years ago and developed it for a little while in tandem with a SBF function I was working on in VBS3. Along the way it's changed and improved and I've added things and removed some, and now I've gotten around to building a releasable version of it in a simplified form. My old build required editing a number of lines in the actual scripts and wasn't user friendly at all. It's probably also worth noting, I've also used my old build for sniper point target engagement with 100% hit rate once set up properly, and have also used it for other various times when the AI needed to fire at specific times and with specific results. And it wasn't until about a year ago that I first used it for an ambush, so there may be more that it's capable of achieving that I haven't yet considered. Features: - Allows the AI to provide suppressing fire where and when you want. - Predefined roles for rifles, machine guns, grenade launchers and marksman rifles. - Predefined roles for medium and heavy machine guns, and grenade machine guns. - Medium and heavy machine guns are automatically designated as such (although vanilla ArmA 3 only has .50cal HMG, so no MMG without mods). - Machine guns and grenade machine guns will fire in a staggered pattern with each other. - Predefined rates of fire for sustained and rapid, and also includes an ambush option. - Length of fire mission can be controlled by a timer, or by setting a user-defined variable. - Options for staggered group fire or individual fire, unlimited ammo, setCaptive and allowDamage. To use: - Download and read the readMe.txt in each folder. - Sorry, but the instructions are slightly different between soldiers and turrets, and are a bit involved. However, I have included plenty of instructions and examples for both. This way, the OP won't be so cluttered. Credits: - Various help along the way on the forums. Media: Demo video of the different rates of fire, different unit types, and combining them (4:17): Demo video of an AI section using the newly implemented staggered firing option (1:27): - My YouTube channel playlist of all the videos I've put up to show the progress over the couple of years it's taken - Playlist - MIL_SupportByFire. - Other videos of mine where SBF has been used (either as immersion or directly impacting the player): - 4 x fire teams on the left flank of the assault providing SBF. - 2 x M2 firing on the left flank against incoming enemy HMG SBF. - 1 x enemy HMG firing SBF (round strike can be heard, this is the HMG the M2s were engaging, they also re-engage a short time later). - Enemy flees an assault, runs into USMC squad ambush. - Also a little bit of the SBF stuff I did on VBS3, for anyone curious enough - Playlist - VBS3 SBF (vehicle SBF was a lot easier to achieve in VBS3, at least back then it was). Known bugs: - The GMG has on occasion not fired in the correct spot. I was unable to reproduce it with any consistency, but it had not happened during the last dozen or so tests so HOPEFULLY(!!??!?!?) it's gone. Otherwise, I'll employ a work-around I'm using on the grenade launcher attachments/UGLs/EGLM/whatever's under there at the time. - Actual weapon rates of fire are dependent on FPS (and the scheduler). This is something that I read early on in the SBF development that is hard coded into the game. So, don't over-do the amount of SBF being used at once. If anyone happens across any bugs, or has any suggestions, please let me know. This has only been tested by myself, though old builds have been successfully used in private Coops with mates. Thank you. Change log:
  5. The road to Lolosalam is heavily mined. In order to restore access for our forces and build rapport with the local populace we have initiated a clearing operation. As an EOD specialist you will be attached to the lead element. Your job is to clear mines when requested to do so in order to facilitate mission fulfillment. Following this mission you will spend the night in the hills surrounding Lolosalam. In the morning you will RTB. Your callsign will be 'Keymaster'. You will be attached to a small fireteam codenamed 'Seeker'. Following you will be two rifle squads codenamed 'Reaper' and 'Slayer' respectively. Headquarters callsign is 'Crossroads'. This is a very basic mission with very little scripting, but it feels really good and almost like you're really on a deployment. You (and up to 3 of your friends) are EOD specialists in the United States Army and are attached to a fireteam which will lead and assist you. You need to move in a convoy of 3 MRAPs to the city of Lolosalam, securing the path along the way for more troops to follow in your wake. You ride in the front MRAP while the two MRAPs following behind you contain regular U.S. Army rifle squads to support the ultimate Lolosalam objective. You start at the base by an arsenal box. Get whatever gear you need out of there and then go to the front of the base and get in the lead MRAP. Don't worry about the fireteam leader bitching at you over the radio, they will never leave without you because they need you. All you have to do is concentrate on your job. The AI will (should) do their job without you having to babysit them. They will order you from time to time to defuse or destroy an IED blocking the path of the vehicles. After you're satisfied that the area is safe get back in the MRAP and the convoy will start moving again. If you ever come under fire or are attacked simply retreat to the MRAP and re-assess the situation. If you have to clear a path of IEDs while under fire it is easiest to simply detonate them with an explosive charge. The front MRAP has a decent supply of these explosive charges for dealing with the IEDs. Be careful because some IEDs are dual-charges and are designed to kill EOD. This usually takes the form of an anti-personnel landmine placed on top of or near the main IED. Use your eyeballs and be cautious. This mission starts out very slow and boring because not much happens at first. There are long periods of driving through the mountains looking at the sights and listening to music, but the Taliban are always watching you. If you look closely in the hills you may see them planning your future demise. As you get closer to Lolosalam, that dreaded city, more and more activity will start popping up. Your troops should deal with the enemy most of the time (as long as they can find/see them) and will even call in air support to help level the playing field. This all plays out over sidechat radio. To actually win the mission and end the game you just have to clear the way and let the two rifle squads do their patrol around Lolosalam. They will inform you of further developments. No Taliban can be in or near Lolosalam. You can make the Taliban retreat without having to hunt down and kill every last one. If they feel like they're getting fucked up they'll run into the hills to regroup, just like real life. This mission can be completed without taking a single U.S. casualty, but one wrong move can also instantly take the lives of about 40 people. Possible glitches/bugs you may encounter: - Vehicles falling off mountains - A-10's crashing during CAS runs - No lag during most of the mission but a lot of lag inside of Lolosalam Top two are caused because of the nature of the map Clafghan and its extremely steep slopes. I did everything I could to kind of code around it though, so it should be okay most of the time. The last one is simply in regards to your CPU and possibly RAM. I've had two people play this same exact mission and one had 120 FPS the whole game, the other had 120 FPS and then about 15 FPS once they entered Lolosalam. A dedicated server and headless clients will mitigate this issue. Let me know if you run into any problems. Note: Default view distance is 4500 for gameplay purposes. This seems to be okay for most people. If you need to turn it down the host or any logged in admin should be able to access the debug menu in-game in multiplayer. Simply type "setviewdistance NUMBER;setobjectviewdistance NUMBER" and hit global exec or something and it should change it for everyone. I'll add in an option later that lets you select the view distance at the beginning of the mission. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1265397099
  6. Hi, I need some help putting the finishing touches on a mission and am looking for 3 English speaking voice actors, plus either 1 British or Australian accented actor. Text varies from 2 to 7 lines. (Radio comms.) Everyones' enjoyment would improve immensely over a text dialogue. Your (Ingame) name and contribution will be acknowledged in the mission credits unless you opt out. There will be an intro and a briefing. The mission will start with a night helo insertion. Then a stealth approach thru the jungle of Tanoa to meet your team. Setup an Ambush to retrieve some Intel. Call for extraction & return to base. Anyone interested and willing to help out, just drop a PM? Regards.....
  7. Jsempri

    Risky Ambush (Co12)

    THIS MISSION IS NOT AVAILABLE ON STEAM WORKSHOP. TOO MANY BUGS. NEED TO WORK ON IT Mission by Jsempri Your team will take part in a operation to eliminate enemy reinforcements entering the city of Georgetown. Features: FHQ EDEN Task Tracker by Alwarren Psycho's AIS Revive No mods required. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=767666037&searchtext=Risky+ambush
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