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Found 134 results

2. SCmod v1.41

SCmod v1.41 aerial firefighting simulator > Trailer > Gameplay Now on STEAM Workshop
3. w.i.p Stretchlimo with Gatling Gun

Heyho, Im Marshmallow and work on a Stretch-Limo for Arma 3. I have 1 Car Into Arma (Gurkha RPV) and this is only In A3s (Arma 3 Survival). This here is my next car and i think...thats cool. You can see, i make Screenshots and modelling all self. Maybe i make a non armed version....hmm.. More as maybe. Im Sure :P But i have not many time at the moment. I work on a big Project and i work and so. Pls be patient. You can see my Status in the Screenshots. ________________________________________________________________________ Moin, auf deutsch fasel ich jetzt hier nicht so lange rum. Ich Arbeite an einer Strech Limo mit einer Minigun. Im Prinzip ist es nicht so schwer, noch eine ohne bewaffnung zu machen. Nur momentan fehl mir die Zeit. Ich Arbeite an einem weiteren Projekt und hab auch noch andere dinge zu erledigen, daher bitte ich um verständnis :) Ich werde nach und nach weiter machen und bin mir ziemlich sicher, das es bald auch ingame sein wird. Greez Marshmallow You have a question? http://steamcommunity.com/profiles/76561197977337107/ Update 1: Update 2: Update 3: Update 4: (first test of Texturing) Update 5
4. sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482

LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Download (1.21) Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
5. [IceBreakr/IBIS] Lingor for A3

Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.82 Latest changelog: - fixed runway numbers at Aeropuerto Sargento (near Calamar) - smoothed out terrain - improved satellite texture - fixed displaced road pieces at several places - added three flag texture locations to readme file - removed submerged camp from Medlina - added Municipal office to Calamar - moved start date to non full-moon day/night - replaced several palm tree types with new ones (tnx CypeRevenge & Ben Rampling) - several smaller fixes Download / Official Site: http://www.icebreakr.info

7. Dynamic Combat Generator

Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
8. Terrorist Organization Black Order

The Black Order is a fictional Terrorist Organization inspired by many sources of mega corps and terror cells. The mod add a new faction creatively named Black Order and its more or less a retexturering mod that add some flavor to arma. Content Black Order Faction (OPFOR and INDFOR) Army Units and Groups Military Police Units Science Division Units Special Operations Units Faction specific items Faction specific vehicles Faction specific actions Change log v 1.5.1.0 - Added new weapon MK 18 MOD 1 [Black Order] - Fixed tagging to use the new ace format and removed old system. (Stop the errors.) - Fixed wrongly mirrored logos - Changed Military Police units stopped using the MXC and do now use MK18 - Changed Science security unit stopped using the Vector and do now use MP7A1 v 1.4.1.0 - Fixed the issue were ACE interaction menu do not work. - Removed unnecessary dependencies. v 1.4.0.0 - Added AH1Z - Added Documents - Added Equipment Box - Added Humvee variants - Added Mortar - Added New MP helmet - Added Police Patrol group - Added Red Baret and Helmet to equipment box. - Added Red Helm and baret variants - Added Red baret soldier variants. - Added Rifleman with SPAR-16 - Added Uniform Box - Added Unit Insignia - Added TERROR_O_SOLDIER_SPCSECURITY_SOLDIER - Added TERROR_WEAP_MP7A1_01 - Added new SpecOp Unit using the SIG 556. - Added previews to majority of vehicles. - Added truck based groups - Changed TERROR_O_SOLDIER_SPCSECURITY weapon from TERROR_WEAP_Vector_01 to TERROR_WEAP_MP7A1_01 - Decreased amount of Shotguns from 2 to 1 in Police cars. - Fixed Author and updated CBA macros. - Fixed and adjusted textures colors and looks. - Fixed missing TERROR_O_SOLDIER_SF_Rifleman in config.cpp - Fixed wrong classname for ACE_EarPlugs - New Feature Tag Propaganda (requires Red Spray Paint) - New Feature for not betraying the order with a faction ONLY L-pill given to all order members. - Removed ACE_HandFlare_White - Replaced ACE_fieldDressing with ACE_packingBandage - Reworked Weapon class names v 1.3.0.0 - Added Basic supply crates for the Army - Added Helicopter Pilots and Crew - Added a Russian armament variant of the military. - Additional textures for Military Police vehicles (can be toggled) - Bugfixes - Divided the Military Police in to its own faction (part of Alive friendly update) - Factions is mirrored with independent variant. - Internal restructures for easier management by me. - More groups (part of Alive friendly update) - New Vehicles (UH60M, Truck, Quad Bike) v 1.2.0.0 - Added groups - Added first batch of Vehicles - Added items - Changed characters and divided them in to 3 different PBOs - Fixed some small issues and bugs v 1.1.0.0 - Initial release Download Github Steam Workshop Required Addons CBA ACE3 RHS: United States Armed Forces Links GitHub GitHub Issue Tracker

10. [UCM] Utilities Construction Mod

=========================== [UCM] Utilities Construction Mod =========================== I'm pleased to announce the release of the Utilities Construction Mod. This mod allows to quickly add construction areas in your missions for pipelines, railways, electric lines, and such. Being a fan of milsim, the main reason I developed this mod was to give an objective purpose for staying in specific areas, especially for persistent servers. Having a lot of small tasks such as the ones that ALiVE gives you it's really great, but having (for instance) a pipeline to build qualifies the presence and gives specific time limits for a faction to be in an area. Video Trailer Video Tutorial on how to use the mod A few images Find UCM on: Steam Github A sample mission can be downloaded from here. Dependencies: CBA_A3 UCM does not need ACE3 to run, but if enabled the Interaction and Cargo functionalities will the the ones of ACE, otherwise they will default to enhanced vanilla ones. Please note that this mod is still in early beta. Some changes and bugs are to be expected. Thanks to W4lly63 and 2RGT Hollywood for their help in alpha-testing. We use this mod in the internal missions we design with 2RGT (check us if you are looking for an Italian clan): http://www.secondoreggimento.it/ Comments and feedback welcome. _SCAR

14. soundmod DynaSound 2.0 by LAxemann and Jokoho482

LAxemann and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
15. Smoother Animations v2.3

UPDATE! v2.3 - current version * NOW WORKING! edition. Thanks to the help of good folks at the arma discord I managed to fix all the bugs and errors. Hopefully it all works fine now. v2.2 * fixed yet another fuckup with caused to you to ice skate around when you wanted to sprint. Sorry for the spotty release folks, it was hard to fish out all the stuff from that massive config and some stuff got broken in the process. v2.1 * fixed massive fuckup I made, with pretty much prevented previous version from working at all v2 The mod was completely redone from the ground up. Now it only edits the animations in places that needed the changes and no longer overwrites all of the vanilla animations. This means it should be compatible with any updates or changes BIS makes. I know its how it supposed to be from the start, but it was really time consuming and difficult to fish out the animations from the massive config file. ------ Hello! I have been trying to make the arma animations feel a bit less rough and more in line with standard FPS feeling. I was partially successful, I changed the minimal play time requirement to 0 and enabled step blending for pretty much all movement animations. This resulted in much smoother feeling, especially when changing movement direction very quickly. For the most part the feeling of lost control for a moment is greatly reduced. However one of the biggest issues remains. For some reason when changing movement direction from left to right, or similar, Arma goes like this: left > stopped > stopped player idle > right Its fast, but it still results in some pretty janky movement. I tried removing interpolation from left and right to stopped. It worked surprisingly well, but side movement interpolled into forward and back resulting with player character inching forward or back when stopping during side movement. If anyone knows how to deal with that I would welcome any help. https://www.mediafire.com/file/hvrrndx1nv3c6su/@Smoother Animations v2.3.zip
16. ~ ArmA 3 Sound Modding 101 ~

Hello People, my name is NOE and I am looking for a hat that was used in a community I was with for a longer time. It is a police head that I am talking about and I would like to know the original source/creator of this head (possible even where to find it) Here are some reference pictures made by me (I cannot extract them out of the packet that was used on this server as I do not have that one my PC anymore?) http://steamcommunity.com/sharedfiles/filedetails/?id=706894388 http://steamcommunity.com/sharedfiles/filedetails/?id=706795248 http://steamcommunity.com/sharedfiles/filedetails/?id=698183724 http://steamcommunity.com/sharedfiles/filedetails/?id=699386070 http://steamcommunity.com/sharedfiles/filedetails/?id=698183199 http://steamcommunity.com/sharedfiles/filedetails/?id=698182907 http://steamcommunity.com/sharedfiles/filedetails/?id=698183053 http://steamcommunity.com/sharedfiles/filedetails/?id=692202643 http://steamcommunity.com/sharedfiles/filedetails/?id=690913895 (You do not need all of the pictures most of them are momories of me but I picked the once where you can see the hat) Extra: Maybe this is a little much but is it possible that anybody could also find out where that duty belt is from? I have been searching for both and wasn't able to make out where they're from. Thanks for reading and maybe even helping NOE
18. The Unsung Vietnam Mod 3.0 WIP THREAD

Unsung 3.0 - W.I.P THREAD Hi all , Well its a new year and time to move forward. The unsung team have had a rest from our 2.6 release for A2 and we are looking to move into the next installment of the Arma series. We have done extensive testing and work on the 2.6 release to the point where we are happy we have a solid base to work from as we progress. However, We need your help. We are currently seeking Config writers, Modellers, Texture artists. Especially those whom have experience in porting A2 content to A3 taking advantage of PhysX and other engine enhancements. So if you want to be a member of a strong team and a mod that's been around for over 10 years, then please send me a PM For those new to the Arma series who don't know who we are have a look here: Unsung History (needs an update :P ): http://community.bistudio.com/wiki/The_Unsung_MOD Latest work : http://forums.bistudio.com/showthread.php?181703-The-Unsung-Vietnam-War-Mod-v2-6-Released-!!!&p=2749195#post2749195 Some WIP's so far:

20. [WIP] Proyecto EA

Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. I choose the TAM 2C (Tanque Argentino Mediano Version 2C) to start. Vehicles: TAM Family: TAM 2C ** TAM VCTP (Armored IFV) TAM VCPC (Mobile Command ) TAM VCRT (Recovery) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyguard M /FCS Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** UAV: MALE VIGIA-2A ** -------------------------------------------------------------- ... Here some screenshots: There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills :) I'm not will made a 100% accurate version of vehicles and objects, but some things can vary over time. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All assets are subject to change. ] More updates soon! Forgive my bad English .-

23. ww4 PR MOD - total replacement WW4

"PR MOD" , new modification, total replacement, based on WW4, created to play online. units used: RHS (MI24, all east and res tanks), OWP (Mi17), Sapper (PV3S now Zil), CSLA (UAZ, BMP, BMP2, GAZ) SFM Manfred (Urals), LSR (weapon), SJB (weapon), BAS (weapon, UH60, Kiowa), INQ (Chinook), CBT INQ (M1A2, M2A2, HMMV, Truck 5T), World -replacement of trees,bush and buildings of the OFP Resistance , and more... new effects (unified effect of the explosion and fire for all vehicles, flash firing tanks, smoke launcher, heli dust, incoming missle, flares, granade, blood) new sound (weapon, explosion, engine vehicle....) new musics, first aid. assistance in the creation of mod: krzychuzokecia, faguss DXDLL SMAA (recommended! unpack and put loose into the game directory) Requirements: OFP Aspect Ratio http://ofp-faguss.com/?item=ofp+aspect+ratio file Aspect Ratio.hpp is set for a 16: 9 monitor, if you have another monitor edit the file and change the parameters file Aspect Ratio.hpp copy in the game directory and change the values as in the picture =========================================================================== PR MOD (2017-10-10) hotfix10 (2017-10-10) 804mb If you download the full version you do not need a hotfix, the full version already has it Final version of PR MOD can be downloaded both as an .7z archive or installer. file size: 2.3 GB PRMOD.exe 2.7 GB important !!! sequence mods : run: (example) "C:\Program Files\Bohemia Interactive\ARMA Cold War Assault\ColdWarAssault.exe" -nomap -nosplash -mod=@PRMOD =========================================================================== readme: -full optimization, rewritten addon configuration files, consolidate all vehicles for individuals, removed malfunctioning or causing problems addons. ---------------------------------------------------------------------------------------------------------------------- MPMissions for WW4 PR MOD 1666 missions (crCTI, MF CTI, COOP, DM) 275mb (2017-09-10) ---------------------------------------------------------------------------------------------------------------------- SPMissions 360 missions (single player missions) 285mb (2016-11-27) (pre-tested, some may not work) Campaigns 30 campaigns (single player campaigns) 385mb (2016-10-16) (pre-tested, some may not work) ========================================================================== PR MOD ECP 1GB (20.11.2016) Another version, based on ECP, this version will no longer be developed only version WW4 This version does not work in multiplayer, multiple scripts, new models of vehicles are causing a server crash PR-ECP 2.0: ==========================================================================