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TPW MODS TPW MODS is a modular and highly configurable suite of addons designed to enhance the realism and immersion of the Arma3 single player experience. You can use the TPW MODS of your choice to enhance existing missions and campaigns, or to simply turn any empty map into a living breathing combat zone with endless replayability. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS is under constant development, and continues to be refined and expanded largely due to user feedback and suggestions. Download (51MB) Dropbox: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20170111.zip Armaholic: http://www.armaholic.com/page.php?id=22592 PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20170111 [AIR 1.32, ANIMALS 1.36, BOATS 1.33, CARS 1.50, CIVS 1.51, CROWD 1.04, SKIRMISH 1.36] Improved despawning of units to prevent glitches related to the updated createunit command in build 1.67. Reduced incidence of close crowd civs despawning in front of the player. [FURNITURE 1.02] Improved furniture despawning. [RAINFX 1.12] Fixed bug where rain droplet fx occasionally persisted after rain stopped / player under cover. Ground raindrop fx now use miniature reflective puddle objects rather than refractive particles. 20170107 [CORE 1.30] Additional Tanoan buildings added to habitable building list [FURNITURE 1.01] Furniture added to Altis/Stratis buildings. Fixed a few dodgy Tanoan object placement issues. 20170105 [HPP UPDATE REQUIRED] [CORE 1.29, FOG 1.45] Xcam_Taunus added to region and climate lists. [FURNITURE 1.00] *NEW* Ambient furniture in enterable Tanoan houses and buildings. Stratis/Altis coming soon. Features Infantry realism Units reacting realistically to suppressive fire by ducking/going prone and seeking cover (TPW EBS)*. Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)*. Sounds for jumping, falling, rolling and turning prone, sounds for freefalling and under canopy (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). More realistic (slower) movement and stance change speeds. * Deprecated due to engine improvements Civilians Region specific civilians in towns, walking around and interacting with each other, and reacting to weather and gunfire (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS). Civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). Ohally's CAF Aggressors Middle Eastern and African civilians, RDS A2 Eastern European civilians and cars, and Leight's Opfor Pack Middle Eastern civilians will be used appropriately if present. Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present. Ambience Lights in civilian houses at night (TPW HOUSELIGHTS). Working streetlights on A2/OA maps (TPW STREETLIGHTS)**. Appropriate sized flocks of sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS). Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR). Ambient environmental noises (voices, traffic, radio, louspeakers), with support for user added sounds/music (TPW SOAP). Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP). Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player (TPW SOAP). Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP). Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO). Civs/animals/cars/parked cars/radio/houselights/streetlights/sounds easily excluded from entire areas of the map using triggers. Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES). Ambient furniture in enterable Tanoan and Altian building and houses (TPW FURNITURE). ** Deprecated due to CUP Terrains implementing working streetlights Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). Rain droplet effects on the ground near the player (TPW RAINFX). Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX). Puddles on the ground around the player during and after rain (TPW PUDDLE). Documentation Full readme with installation and usage instructions Full changelog Sample HPP Bleedout Civs Crowd EBS Fall Fireflies Fog Furniture Houselights HUD LOS Park Puddle Radio Rainfx Skirmish SOAP Streetlights
"So gory, that Bohemia Interactive banned it from the Workshop!" Download now available: http://files.bitdungeon.org/arma/@bloodlust_v2.46.zip Official Website: http://bitdungeon.org/arma/bloodlust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! After quite some time, I am attempting to get back into ArmA modding. To get things started, here's a mod I'm working on which adds more gore to the game. Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! :) Changelog:
Improved grenade throwing and weapon switching actions script Version 1.2 Keys assigned to switch on primary/secondary/handgun weapon, if corresponding weapon already in hands, allow to holster/move weapon on back Throwing distances of hand grenades can be controlled by holding throw key. After push and holding for short time, you hear the sound of pulled out grenade safety pin. At this moment, if you release the key, you just drop a grenade right under your feet. Holding button up to 1.5 seconds proportionally increases grenade initial speed and throwing distance. Version 1.2 Code refactored to release condition, removed early version restrictions, bugs and unwanted side effects. Demo mission updated. Download link.
Capt Childs posted a topic in ARMA 3 - SQUADS AND FANPAGES4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training: Weekly - every Wednesday 1900 US Central Time Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: http://4thmrb.net TeamSpeak: 18.104.22.168:8550 (pw: 4thmrb) Arma 3 Units: https://units.arma3.com/unit/4thmrb Steam: http://steamcommunity.com/groups/4thmrb YouTube: https://www.youtube.com/channel/UCrlavpWRjRKfeqgE5LslCGA