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Found 134 results

  1. Dynamic ISIS War System Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  2. SCmod v1.41

    SCmod v1.41 aerial firefighting simulator > Trailer > Gameplay Now on STEAM Workshop
  3. 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. 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. 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
  6. Currect Version: 4.0.1 (23-09-2017) Download Links: Dropbox (527, 03MB) Steam Workshop 2035: Russian Armed Forces v3.5 ModDB PlayWithSix 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.) =============== 1. DESCRIPTION =============== This mod adds a fictional "future" version of the Russian Armed Forces to ArmA 3. It can be used to complement the other 2035 factions in the game. Featured are: - Our own uniform, vest, helmet and gear models made from scratch. - New vehicle models, ranging from T-14 Armata, Pantsir AA launcher to the Kamaz trucks and more. - Various types of camo for both ground units (EMR, Partizan, Surpat, Izlom, Desert EMR) and vehicles/aircraft (Russian Green, Desert, Nakidka) 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. - New CSAT models/textures (a more "authentic" version instead of the current bug aliens) with an optional replacement config. 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. For uninstallation, disable the mod in the launcher and delete the respective folder. Also, please make sure you are using the correct config for whatever version you are trying to use (vanilla or the ASDG folder which is within the mod folder. You need to take it out and replace the one being used ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck/Slashback/Salvatore_Lee - Betatest, screenshots, permissions. And yes, I had that many nicknames. 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 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 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]
  7. 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. 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
  9. Hello everyone! Today marks the day I've been looking forward to for a long, long time: the full release of Project Human, a death scream mod for ArmA 3! In it’s simplest form, Project Human is a deathscream mod. People that get killed within a certain distance of the player, Zeus or when controlling a UAV will no longer do so quietly. The mod supports headshot detection, which will lead to either gurgling or outright silence, whereas regular kills through body shots will lead to screaming, crying and swearing. As the name of the mod might indicate however, the goal here is not to be funny (no Wilhelm scream for us!) but rather to humanize the characters in ArmA 3, and the screams are very heavily inspired by those in Red Orchestra 2: Heroes of Stalingrad. The mod was therefore also made to be faction-specific, so that when the right actors are found, CSAT could have death screams in Farsi or Chinese, the AAF in Greek, and so on. Currently however I am the only voice-actor in the project as it was decided not to use existing screams from other games like Red Orchestra 2 because of potential copyright issues. We are looking for willing voice-actors with decent static-free microphones who think they have what it takes to deliver the right performance! I will be selective about what goes into the mod however, so please give it your very best shot if you’re interested. This mod requires CBA. I made a showcase trailer in which you can see the mod in action: Current features: - 70 different screams, gurgles etc. - Headshot detection - Hit sounds (single shout when wounded) - Underwater detection - Faction specific - Supports RAVAGE - Zeus support (Zeus can hear screams too, with the only exception being when Zeus is remote-controlling units due to technical limitations) - Multiplayer support (the same scream will play for every player) - Signed with bikeys This project was made possible thanks to the following people: - Scripting Initial scripts by Laxxeman, which formed the framework for the mod Further rework by Degmancro, aka D-Man Final script by TheWaltsu - Screams SiC Subscribe to the mod on the workshop page here: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1188797395 Update 1.1 showcase:
  10. =========================== [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
  11. Description: JSRS SOUNDMOD is a sound modification for ArmA3 and Apex. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", still the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more informations about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - 6.17.1110 JSRS SOUNDMOD - 6.17.1025 Additional Weapon Handling and Reloading Sounds JSRS SOUNDMOD - 6.17.1025 ADR97 Weapon Pack Sound Support JSRS SOUNDMOD - 6.17.1110 RHS AFRA Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1110 RHS USAF Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1110 RHS GREF and SAF Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1025 NIA ARSENAL Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1110 Specialist Military Arms Mod Pack Sound Support Now Steam Workshop. For those having problems with mod dependency: When ever you load a saved game or want to edit a mission that was saved with an older version of JSRS and you end up with messages like "Missing Addon "JSRS_SOUNDMOD_GLOCK17"" now you can use this: JSRS SOUNDMOD - DEPENDENCY FIXES This is a CFG Bundle of JSRS Patches that were used in the past that are not available any longer. Download it, use it like a mod, load your mission/edited mission and save them again and the dependency are gone. The Armaholic mirror version: JSRS Soundmod Installation: The mod can be subscribed on Steam Workshop and will update automatically! Once its in there you have multiple options. Either you start up the game, go under settings and into the "expansions" menu and select the mod and restart ArmA3. Or you use the integrated ArmA3 launcher that you can find in the ArmA3 main folder, go under parameters and select JSRS4 APEX under mods. Any other ways to install this mod would be nonsense and these two are the best ways, trust me. Changelogs JSRS Soundmod - 6.17.1110 Changes: Additions: - Added SMA "Specialist Military Arms" Weapon sound support - Added New soundset for AAC 5x56mm rifles - Added New soundset for Scar 5x56mm/7x62mm rifles - Added JSRS soundsets to RHS USF MP7A2 - Added JSRS soundsets to RHS USF M24 SWS - Added JSRS soundsets to RHS USF M40A5 - Added JSRS soundsets to RHS GREF/SAF Sa vz.58 - Added JSRS soundsets to RHS GREF/SAF Sa vz.61 - Added JSRS soundsets to RHS AFRF Mosin SBR (suppressor) - Added JSRS soundsets to RHS AFRF T-5000 - Added JSRS soundsets to RHS AFRF (suppressor) - Added RHS Vehicle sounds support (WIP) Tweaks: - Tweaked Reduced 3D procession for tails and reduced distances - Tweaked Tail system got improved - Tweaked Silenced weapon tails got improved - Tweaked Minigun Sounds - Tweaked Tail volume and distances got improved - Tweaked Tails reflect environment more powerful - Tweaked Weapons have less tail samples but a higher repeat rate, no stuttering anymore - Tweaked All distance tails got improved or exchanged with new ones - Tweaked AK100 series sounds got improved - Tweaked AkM and Ak47 family sounds got improved - Tweaked Soniccrack Volume on further distances was too loud and noisy - Tweaked Soft surfaces such as concrete and dirt roads made a solid step noise - Tweaked Most weapons had a too strong frequency randomizer applied - Tweaked Volume for distance weapon tails were too low Fixes: - Fixed Missing RHS Mk14 EBRII soundsets - set to Mk18Ebr - Fixed Servaral missing RHS indoor soundsets for M107, M2010, PP2000 and so on - Fixed NIArms G36 was missing JSRS sounds for burst mode - Fixed NIArms HK53 and HK33A2 were missing JSRS sounds for burst mode - Fixed Missing RPG7V interior shot sounds - Fixed Missing ASP Kir firing sounds - Fixed Missing Minigun sounds for various helicopters - Fixed Missing firing sounds for Nlaw - Fixed Missing soundshader 1700m to 2500m Distances - Fixed File: jsrs_soundmod_snd_helicopters\sounds\wy-55_hellcat\int_main.ogg.ogg not found JSRS Soundmod - 6.17.1102 Changes: Additions: - Added New distant silenced firing sounds - Added New Minigun sounds for all vehicle miniguns Tweaks: - Tweaked Shorter distances - Tweaked LowPassFilter got improved - Tweaked Using "SoundSet Parameter" on Miniguns - Tweaked Silenced Firing weapon sounds got improved - Tweaked Range Curves for close sounds - Tweaked Shorter distance values for reflectors for performance reasons Fixes: - Fixed Weapons using 5.56mm Ammo caused interior noises in forest areas (Incl. NIArms and RHS) JSRS Soundmod - 6.17.1026 Changes: Fixes: - Fixed Missing Firemode on AS VAL (RHS AFRF SUPPORT) - Fixed Missing Firemode on HK416 (RHS USAF SUPPORT) Tweaks: - Tweaked Bush noises where too loud and present - Tweaked Frequency entries were locked - Tweaked Movement frequency randomizer to 1 JSRS Soundmod - 6.17.1025 Changes: *Massive Framework overhaul!* - Asset Categories Combined - Distribution of pools - Linking multiple contiguous CFG files - Insert SoundSet and SoundShader files - Splitting of CFG classes into several .hpp files - Summary of all weapons as well as vehicles in superior ranking - Shorter process paths - Optimization of volume and file flow - Adding several new weapon effects for third party support - Splitting RHS content into three individual modifications - NIA Arsenal in the support with (complete, with error momentarily) - Execution of minor errors and RPTs Old Changes: Support: If you'd like to support me, like what I do here or just want to get me drink, feel free to do so :) I thank you very much!!! Patreon or PayPal END USER LICENSE AGREEMENT: DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. You may not use this add-on (nor any of its parts) in any other add-on or mod (not even partially) nor redistribute or mirror it without LordJarhead's permission and agreement. This add-on is released under Creative Commons License Attribution-NonCommercial-NoDerivs JSRS SOUNDMOD by Dennis Kahl (LordJarhead) is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Based on a work at https://jsrs-studios.com/. Permissions beyond the scope of this license may be available at https://jsrs-studios.com/ or info@jsrs-studios.com
  12. Current Stage: Alpha 0.0.9 (direct download link: AresModAchillesExpansion-Alpha-009c.zip) Links: Join us on Discord. Check Achilles Wiki. Check Achilles Tutorial Series. Full list of contributers. Check licence. Check full change logs. Check progress of upcomming updates. Please report issues in the following form: Issues can be reported in this forum or on the issue tracker. Required Add-ons: · CBA_A3 · ACE3 (optional) · Advanced Rappelling (optional) Notes: · The add-on is a modified standalone version of Ares Mod. · DO NOT RUN this mod with Ares at the same time. All features from Ares are included anyway. · ACE3 and Advanced Rappelling are optional, but are requiered to unlock certain additional features. · Moreover, only Zeus need to have the add-on installed as it was the case for Ares Mod. Add-on description: First of all, I want to thank to Anton Struyk for his Ares Mod which expands the Zeus real-time editor with valuable features. No one would argue that this mod changed completely the way we play Zeus and I can't think of playing without it. Unfortunately, Ares hasn't been updated for ages. My intention is to fix and further expand Ares with "Ares Mod - Achilles Expansion". Here is a brief list of features I intend to implement: Screenshots (running RHS + CUP terrains + Ares (Achilles Expansion))
  13. Ergon County

    Ergon County Ergon County is a fictional terrain based off of the rocky mountains in Canada and the USA. Dense forests with tall trees covered in snow litter the landscape of Ergon County with its vastness. It has recently seen increased military presence with new bases being built and an airfield where trespassing is punished by death. However it still remains a place of civillian life, even with the increased presence of military personell. You can find several villages / towns scattered around the landscape whom with their presence, represent a peacefull and quiet region. What is Ergon County? Ergon county is a map that aims to bring more of the winter aspects into ArmA 3 and to provide a new fun and greatly detailed map for people to play on and enjoy. Note: Ergon County is still in heavy development and such, bugs are to be expected and if you do encounter them, please send information about them to me as it will help me get it out of pre-alpha sooner. If you have any feedback or suggestions to the map then feel free to leave a comment on the workshop page or contact me directly through steam. Terrain Features: Size: 4.10 x 4.10 km (16.81 square kilometers). Winter: Ergon County is a land filled with snow and dense winter forests which brings you a not as often seen aspect of ArmA 3 Variety: Scattered villages / towns whom are greatly detailed as well as several military installations scattered around the region with a personal military airfield. Dense forests: Instead of the usual style of forests which are a bit open, the forests in Ergon County are truly dense and give you the feeling of deep and vast forests. Open areas and accessable buildings: Ergon County offers a lot of open areas and locations which are perfectly suited for player-made areas such as camps or bases. Almost all of the buildings are enterable as well and the aim is to replace non-enterable buildings with enterble buildings. Planned features Atleast one more airfield (civillian most likely) as well as more military installations. Additional settlements such as villages and town but also possibly camps / smaller wilderness settlements. Added detail to the whole of the map, including the areas which are not "inhabiteted". Known issues: Airfield not completed in regards of ai being able to land there (planes). Changelog: Licensing and usage: You are free to use this map on any server you'd like. If you're however planning to edit it, please contact me first (via steam or the forums), I will most likely say yes as the primary purpose of asking is for me to have an idea of how many people are editing and their reason for it. Download: NOW OUT ON ARMA 3 LAUNCHER UNDER THE MODS TAB! http://steamcommunity.com/sharedfiles/filedetails/?id=1125425768 http://www.armaholic.com/page.php?id=33198 Screenshots (more available on the download page down under the update replies on this topic).
  14. 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. 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. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  17. ARMA 3 Addon Request Thread

    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. 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:
  19. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2% - except if resuscitation has been disabled for regular riflemen (look at "For mission builders" for additonal info). With version 1.4.0 a new item has been added to adv_aceCPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have a defibrillator in your inventory and it's much faster and the success rate is way higher. You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). I highly recommend to put your PAKs in mothballs. (Btw.: ADV is my nametag, it's not an abbreviation for 'advanced'. ;)) The most current version (1.4.8) can be downloaded here: https://github.com/Pergor/ADV_Mods/releases/download/1.4.8/adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.4.8 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceCPR works with at least version 3.11.0 For mission builders: It's possible to limit the CPR to units with ace_medical_medicClass > 0 only. In that case regular soldiers can still keep a patient from running out on revive time, but they can't resuscitate him. An ACE-medic (ace_medical_medicClass == 1) or ACE-doctor (ace_medical_medicClass == 2) can use CPR to resuscitate a patient, depending on your setting. adv_aceCPR_onlyDoctors = 0; //all players can resuscitate. adv_aceCPR_onlyDoctors = 1; //medics and doctors can resuscitate. adv_aceCPR_onlyDoctors = 2; //only doctors can resuscitate. Additionally you can set the probabilities for successfull resuscitation individually depending on the value for ace_medical_medicClass a player's unit has. adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when using the defibrillator. If you want to enable logging to rpt set this variable: adv_aceCPR_diag = true; Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork Changelog: 1.4.8: FIXED: Compatibility to ACE 3.11.0 1.4.7: FIXED: removed time quotient again - seemed to cause issues. 1.4.6: IMPROVED: Added model for defibrillator. 1.4.5: FIXED: wrong query for revive enabled. IMPROVED: pulse reducing medication will now lower the chance of success significantly. 1.4.4: IMPROVED: adv_aceCPR_quotient will revert to 1 for values below 1. IMPROVED: changed nomenclature of functions. IMPROVED: moved call for fn_addTime. IMPROVED: readded time quotient. IMPROVED: bloodvolume and pulse will only be reset if revive is enabled. IMPROVED: morphine now lowers probability. 1.4.3: FIXED: CPR action wasn't available in some cases. 1.4.2: IMPROVED: Raised weight of AED item. IMPROVED: AED will "show" heartrate of patient after use. IMPROVED: Added pain for every use of AED. IMPROVED: Added probability for AED to adv_aceCPR_probabilities. MATCHED: licence 1.4.1: ADDED: sound for AED (great shoutout to Boom Tools Filmton!) FIXED: Wrong function called on non-local AED usage. 1.4.0: ADDED: New defibrillator item. 1.3.4: FIXED: CPR hasn't been working properly since 1.3.3. Should be fixed now. 1.3.3: FIXED: CPR not possible in cardiac arrest (Thanks to T.Fork for pointing that out!) 1.3.2: Changed animation for CPR action. Added prefix to pbo. 1.3: Added new variable adv_aceCPR_probabilities that contains an array of probabilities for [ace_medical_medicClass == 2, ace_medical_medicClass == 1, ace_medical_medicClass == 0 ]. Default values are: [40,15,5]. Added new debugging function to streamline the code. Standard ACE-CPR is no longer executed additionally. Revive timer will now gain a random value between 0 and 5 seconds additional to the 15 seconds the action takes to perform. 1.24: adv_aceCPR_onlyDoctors can now have a value of 0 (all can resuscitate), 1 (medics and doctors can resuscitate), 2 (only doctors can resuscitate). Compatibility with boolean-values is still provided (false for 0, true for 2). 1.22: reduced probability of successfull resuscitation for regular soldiers. 1.21: added variable adv_aceCPR_onlyDoctors (default: false) to allow successfull CPR only for medics with ace_medical_medicClass = 2. updated ReadMe & license. 1.2: added a lot of debugging possibilities (set adv_aceCPR_diag = true). added changing probability of success depending on medication and bloodloss. fixed a minor locality issue. 1.1: Fixed locality issues. 1.0: First build And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  20. 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 .-
  21. Overthrow is a dynamic [SP/CO16] revolution simulator campaign built for ARMA 3. Description: Overthrow simulates undertaking a grass-roots revolution against an oppressive NATO occupation of your home. Altis, Tanoa (Apex required of course), and Malden are currently supported. Start in a in a small town with nothing, and fight your way to remove the occupying NATO forces from the Island. There is no single way to Overthrow, which is what makes it exciting and unique. Head on combat, guerrilla tactics, or economic domination are all possible. ACE and CBA are required, and Advanced towing is integrated. Our overall focus is to ensure that all player actions matter, and that things behave generally as you would expect them to in the real world. It was inspired by the great times we had playing the original "Antistasi" dynamic campaign. We would love you to help us test our mod, and help guide future development. Updates (24 July 2017): APEX no longer required, and an Altis, Malden campaigns have been added. Get ready for more community-map additions soon! Current Version is 0.7.5.3, released 15th July 2017. Updates are coming out frequently as new features are added and fixes completed. To install: - Steam Link --> http://steamcommunity.com/sharedfiles/filedetails/?id=774201744 - GitHub (download full source) --> https://github.com/jabberzac/Overthrow To get in touch: - Facebook (general help and chat) --> https://www.facebook.com/armaoverthrow/ - Discord (keep Armazac company) --> https://discord.gg/QGQ5gf4 - GitHub (report issues / view wiki page) --> https://github.com/jabberzac/Overthrow/issues - Reddit --> http://reddit.com/r/armaoverthrow General features: - GTA-inspired wanted/stealth system - Dynamic political system with regional stability - Buy and sell just about in any-game item/vehicle/weapon for currency - Reverse engineer and build items and equipment for your revolution-machine - Complete jobs to gain faction reputation and access to blueprints for valuable equipment - Capture towns and military objectives - Dynamic economy/Regional pricing/Trade - Buy, sell and lease real estate with prices affected by regional politics - Fast travel to any owned real estate or camp (configurable with difficulty settings) - Manipulate the markets with guns or piles of cash - Recruit and arm civilians - Designed to work in both single player and multiplayer - Committed to creating a living and breathing landscape where anything can happen - Ongoing development and addition of features - Support for more maps planned This addon includes the following scripts: - VCOM AI - by Genesis92x - http://www.armaholic.com/page.php?id=25381 - Advanced Towing - by Duda - http://www.armaholic.com/page.php?id=30575 Warm Regards, Foofski and the Overthrow Dev Team
  22. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Changelog v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox (outdated) - Armaholic Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  23. "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: ==========================================================================
  24. Hello everyone! Could anyone point out to a working civilian jets mod, which is compatible with the latest version of Arma 3? There used to be the Ivory Jets mod, but it is not compatible with the game anymore. Thanks!
  25. Hello there I am trying to retexture some RHS components just for personal use not sharring anyways here is the issue I tried retexturing the Vests and all but my texture is not showing the 6B5 still uniforms worked with no issues the code for the mod config is class CfgPatches { class Aurelian_Camo { requiredVersion=1; requiredAddons[]= { "rhs_main","rhsgref_main","rhsgref_c_troops","rhs_c_troops","rhsusf_c_troops" }; }; }; class ItemInfo; class cfgWeapons { class ItemCore; class Vest_Camo_Base; class rhs_6b5: Vest_Camo_Base { class ItemInfo: ItemInfo { }; }; class rhs_6b5_aurelia_Sand: rhs_6b5 { author = "RHS & Fitter"; scope = 2; dlc = "RHS_GREF"; displayName = "6b5 Sand Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Aurelian_Vests\camo\6b5_AURELIA_SAND_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; containerClass = "Supply70"; mass = 132; // 6kg class HitpointsProtectionInfo { class Neck { HitpointName = "HitNeck"; armor = ARMOR_GOST_1; PassThrough = PASS_GOST_1; }; class Chest { HitpointName = "HitChest"; armor = ARMOR_GOST_5; PassThrough = PASS_GOST_5; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = ARMOR_GOST_5; PassThrough = PASS_GOST_5; }; class Abdomen { hitpointName = "HitAbdomen"; armor = ARMOR_GOST_5; passThrough = PASS_GOST_5; }; class Body { hitpointName = "HitBody"; armor = ARMOR_GOST_1; passThrough = PASS_GOST_1; }; }; }; }; class rhs_6b5_officer_aurelia_sand : rhs_6b5_aurelia_Sand { author = "RHS & Fitter"; displayName = "6b5 Sand Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_sand : rhs_6b5_aurelia_Sand { author = "RHS & Fitter"; displayName = "6b5 Sand Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_sand : rhs_6b5_aurelia_Sand { author = "RHS & Fitter"; displayName = "6b5 Sand Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_desert_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_DESERT_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_desert : rhs_6b5_desert_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_desert : rhs_6b5_desert_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_desert : rhs_6b5_desert_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_desertALT_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_DESERTALT_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_desertALT : rhs_6b5_desertALT_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_desertALT : rhs_6b5_desertALT_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_desertALT : rhs_6b5_desertALT_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_MC_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 MC Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_Multicam_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_MC : rhs_6b5_MC_aurelia { author = "RHS & Fitter"; displayName = "6b5 MC Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_MC : rhs_6b5_MC_aurelia { author = "RHS & Fitter"; displayName = "6b5 MC Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_MC : rhs_6b5_MC_aurelia { author = "RHS & Fitter"; displayName = "6b5 MC Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_SAGE_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Sage Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_SAGE_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_SAGE : rhs_6b5_SAGE_aurelia { author = "RHS & Fitter"; displayName = "6b5 SAGE Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_SAGE : rhs_6b5_SAGE_aurelia { author = "RHS & Fitter"; displayName = "6b5 SAGE Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_SAGE : rhs_6b5_SAGE_aurelia { author = "RHS & Fitter"; displayName = "6b5 SAGE Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_TAN_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_TAN_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_TAN : rhs_6b5_TAN_aurelia { author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_TAN : rhs_6b5_TAN_aurelia { author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_TAN : rhs_6b5_TAN_aurelia { author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_WOOD_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_WOOD_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_WD : rhs_6b5_WOOD_aurelia { author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_WD : rhs_6b5_WOOD_aurelia { author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_WD : rhs_6b5_WOOD_aurelia { author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; }; class cfgMods { author="Fitter"; timepacked="1505996715"; }; As you can see in the picture it only shows the rhs olive texture instead of mine at close rage at far range it shows just white vest. Is it a problem with defining the class ? or hidden selections ? Also should I post the RHS config here for the 6B5 ?
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