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  1. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 (A.K.A ColonelKernel) & WindWalking Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for this one to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either map those commands to another key (I personally use "Ctrl+Y" for Zeus) or use the .hpp file in the userconfig folder to change the key for the menu. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). I'll probably add support for those mods in the future. Note that I've been learning ARMA scripting for about two weeks now (at the time of release), so my code may look a little too simple (and sometimes silly and ridiculous!) to some professionals. Here's a quick overview of what is changed (screenshots and videos will be added soon): Unchanged: Fixed/Modified/Removed: Added: Notes: Objects in the menu (such as vehicles, slingloading objects and weapons) are sorted by their distance from the player. In the lines marked with asterisk (*), note that you must open the map first before selecting the respective option if you want to select a position on the map (for example, to drop cargo open the map, then navigate to Actions > Sling Loading > Unload Cargo and then click on a position on the map) When you want to assemble a static weapon, you don't have to keep looking in a direction for your unit to assemble the weapon - only the direction you're looking when you select Assemble matters. You can look anywhere you want afterwards! By "attempt" in the above section, I mean I haven't added any command that checks whether the unit has a static weapon part on him, or there's a weapon part on the ground. So the script continues its job regardless. You should be the one that selects the appropriate unit(s). I've written the "No Launcher" command for "ASR AI". If you have used this mod, you probably have noticed that as soon as your squad units spot a vehicle they take out their launchers - which means they may stand up or crouch when you're sneaking past the enemy and ruin everything! (this may be the case with other AI enhancement mods as well, such as Vcom AI) This option works only when your units' combat mode is set to "Stealth", and will remove the launchers from the selected units' inventory! To give them their launcher back (!) all you have to do is switch to another combat mode (like "Aware" or "Combat"). I also tested it to make sure saving and loading doesn't cause any problems, and it checks out. "Unit Targeting" is useful when you want to sneak past the enemy as quickly as possible, and disables the AI targeting. It works in all combat modes except "Combat". When you've disabled a unit's targeting, do one of the following to re-enable it: 1. Change their combat mode to something else (note that their combat mode may change automatically if you set their combat mode to "Aware" or "Combat", as these two are dynamic combat modes and adapt to the situation). 2. Simply select enable from the menu (Infantry Commands > Set R.O.E > Unit Targeting > Enable) As you know, the AI have a habit of taking off as soon as they get in a plane (or are already in one). Which is why they always take off as soon as they land! To fix this, in my script I "empty" the AI planes' fuel tank once they land! In order to give them their fuel back, you can do one of the following: 1. Order them to move to a new position or regroup. 2. Order them to disembark. Same thing goes for aircraft refueling, rearming and repairing (they use the same landing script). "Combat" healing mode only works when your units are in combat mode, and makes them take cover before the medic starts healing them. Units that take cover change their stance according to the type of cover (for example they crouch near houses, cars and tanks but go prone near bushes and trees). If you change their stance or order them to move out of cover (regroup or move) they will reset their stance. In the "Mount" menu, you may see that some of the vehicle positions are greyed out. This might be because the position is already taken. If you're sure the position is empty, you can select "Any" for the vehicle role. Here's the order in which units fill the positions when you select "Any": 1.Driver. 2.Gunner and Turret (generally being FFV & co-pilot) . 3.Commander. 4.Cargo (passenger) Also, you may see that the commander position is available is some vehicles that have no commander positions! This is because the commander option also counts the first "turret" position, which is either an FFV position (as in HEMTT Transport) or a co-pilot seat. If you see that some items are greyed out, it might be because the "requirements" are not met (e.g you need to select 1 unit for "Take Weapons", "Rearm", "Inventory", "Driver" position and "Sling Loading", and "Sling loading" requires the unit to be in a helicopter) Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. IMPORTANT NOTES: This is an alpha release and therefore not signed (not online-MP compatible) - some functions may be broken and not work at all. Also I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile because that's the only file that may be affected). Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. This is because I don't know how to make an actual patch yet (this mod still needs WW AI Menu to work though). Please help me answer this question to fix this as well: Also, if you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). Note that since both the original mod and this one are active at the same time, you can compare them by pressing "Numpad 9" for WW AI Menu and "Y" for the patch. Download Link (updated on 9/16/17, at 10:44 AM, GMT): Dropbox: .rar?dl=0 Armaholic: How to Install: Future Plans: Changelog: Requirements: CBA: WW AI Menu by Windwalking:
  2. If you are reading this, it may be because you have googled after being repeatedly splattered near the end of the mission Tipping Point. It is normal. So here are my short, to the point, tips after doing it a few times. PROBLEM : the mortar fire zeroes-in on the player character (not on your squad mates running wildly over the hill :P) no matter if you hide, are behind elevated terrain and even if you have not fired a single shot. It is not the realistic style of the rest of the game, in the sense there are no spotters, so you cannot hide from it. If you stop, you die. SOLUTION : you must run or evade the shells until you pass the valley low-point, which means near the other hill side where the paratroopers dropped. Once you notice the mortar shelling stop (that part makes sense, as the shells would land near the paratrooper drop-zone) you can enact vengeance on the paratroopers! If you are an excellent mover-shooter, you can also try to shoot a bit then move to evade the mortars, but the chances of surviving are slim (as you wish). Personally, I ran on the left side near the water, so I was not gunned down by the para (but my entire squad was butchered). Following them to suicide in very honorable, but not too bright. COMMENT : Of course, the mortar fire always trying to hit the player was not immersive and does not fit the rest of the game which is praised for its more realistic style. It felt like the game was cheating (instead of just being hardcore or tough), but just get passed it: I found the rest of the campaign really cool.
  3. Hello, everyone! I am making a single player mission, and want to know how to know if the player has pressed a button? My specific reason is that, on the mission start. The players has all their equipment/weapons hosltered in backpack/vest. If anyone can help with this, that would be awesome. Alternatively: Is it possible to open the inventory without player needed to press a button? Warm Regards, Jack.
  4. The Voodoo Missions I'm starting to have a lot of missions spread across 3 campaigns, so in the interest of keeping them a little more centralized I'm creating a single page to store them and update with info. Voodoo Team is a band of ex-NATO Special Forces troopers. They started out as a regular front line unit during Operation Dardanelles in the Aegean Sea. After having seen what private mercenary groups like Ion Corp can do when left unchecked, they left NATO forces to create a Merc-Hunting team. Financed through unofficial and unaligned nations seeking a way to curb the rise in influence of non-state corporations such as Ion. Led by their Intel Officer know only as Highres, their first real test against Ion Corp was Operation Venture on the Tanoan Islands. They led a successful guerilla campaign against a large Ion Venture on the Island. The success of that operation brought in new recruits and new equipment. They are increasing the scope of their activities in the latest Operation Free Malden, where they are deploying heavy weaponry and air power for the first time. Campaigns (Ordered by most recent) All missions are Single Player or COOP Operation Free Malden Mission 1 : Hammer In order to Free Malden, we have to offload our new Infantry Fighting Vehicle. It's currently strapped to the deck of our trawler, which allows it to fire on targets on land. But to get it rolling, we need to capture a deep water port. La Riviere has one such port, and although it is well defended, we should be able to get in fast without alerting them too early. Strike fast with 3 teams, and capture the town and port! Workshop Link ========================= Operation Venture Mission 1 : Spider Spider has arrived on the south west island via speedboat. He's been driven to the nearby airfield where a deal with the local gang is being hammered out. Spider is meant to leave via that same speedboat, so our first task is to destroy it to prevent his escape. Ion does have air assets in the area, but it will take time for them to organize an airlift, so we will have time to reach the airfield, and kill Spider. One of our local contacts has left an RHIB near the airfield for our extraction and return to this safe house. Take note, the local gang is real nasty. They control the entire South West Island, and they'll shoot any (especially armed) strangers on sight. We can try and do this all stealth like, but I don't think we're getting out of this one without a few firefights. Workshop Link Mission 2 : Contacts Our Intel Officer HighRes is out meeting a contact. The rest of the team is resting at our beach safehouse. Workshop Link Mission 3 : Requisition As you know, since our safehouse was destroyed last week, we are desperately low on hardware. Luckily, Ion Corp has tons of weapons and gear on the island just ripe for requisitioning. And they're not being very discreet about it. We know they are bringing in large weapon shipments through the Blue Pearl Industrial Port, which they have conveniently offered to guard for the local government in exchange for guns and bribes. These bribes keep the local government out, which is good for us because we don't have to worry about shooting local police while we aggressively requisition some new gear for our purposes. The downside is that the port is crawling with armed Ion thugs. We will have to steal a Weapons Truck from the Port, and bring it to our new Safehouse. Workshop Link Mission 4 : Intelligence Our raid on the Blue Pearl Port really helped us get back on our feet. We've got weapons and gear, and I've been able to re-establish SatCom. The downside however, is that Ion has used our attack on the port as a pretext to take over pretty much all of Tanoa security. They are now in most towns and cities with more agents arriving daily. I'm starting to think controlling the entire Island was the Ion Objective from the start. In any case our mission is still the same. Find and disrupt all Ion operations on Tanoa. More specifically we need to find out where the Regional Director is operating from. To that end we need additional Intel. Workshop Link Mission 5 : Centerpiece Our Intel raid has paid off. We've discovered that ION is not actually looking to control Tanoa outright, they just wanted an excuse to build up major military infrastructure on the Islands, and then sell the resulting installations to CSAT for a huge profit. The Centrepiece of their venture is the Island of Tuvanaka. They've been restoring and rebuilding various facilities on the island, and it will be offered to CSAT as a complete pre-packaged base of operations for the entire Area, with pre-packaged subdued local government to boot. If we can sufficiently degrade and destroy Ion military installations on Tuvanaka, we can make their Venture near worthless. Workshop Link Mission 6 : Power We managed to cripple ION's Venture on Tanoa. ION Personel have started to depart the Islands, but the Director is still at large. Communication Intercepts indicate he's based at a Villa near Georgetown. He has an armed guard, and the Villa is ringed by powerful floodlights. We will cut the power to his villa by blowing a power line, then storm the building, find the Director and take him out. Workshop Link Mission 7 : Departures Since we almost got you killed last time, Highres assures us that today's intel is top notch. Seems the Director was pretty convinced we had been killed at the Villa, and showed his face in public. He was followed to an Ion HQ building in LaRochelle. Intel also says that he's about to get the hell out of Tanoa. This is our last chance to get him. Workshop Link =========================== Operation Dardanelles Mission 1 : Preperation Take out an enemy Recon Helo so it can't be used to spot our invasion force. Workshop Link Mission 2 : Invasion! Hit multiple beaches and clear out enemy forces from the Southern tip of the Island. Workshop Link Mission 3 : Consolidation Consolidate our foothold on the island by capturing the radar station Mike. Expect a massive counter attack. Workshop Link Mission 4 : Sabotage! The frontline has stabilized, go behind enemy lines to sabotage an arms dump. Get out quick though! Workshop Link Mission 5 : Knockdown A major concentrated assault should break through the lines. Take the lead assault team deep into enemy territory to take out its HQ. Workshop Link Mission 6 : Rout! The enemy is in full Rout. Lead a sniper team and distraction team to the airfield. Lure the General out of his hiding spot and take him out. Workshop Link
  5. UNDERDOGS Author: UndeceivedVersion: 1.55 (updated August 27th, 2017) T R A I L E R S D E S C R I P T I O N A story-driven mini campaign (5 missions, cutscenes, multiple endings) about a group of friends getting in very deep trouble. F E A T U R E S Story-driven SP mini-campaign (5 missions) A civilian style "crime thriller" - take a refreshing break from the daily military duties Cutscenes Multiple endings Many ways to solve certain tasks Crafting of certain needed improvised items You can adjust the brightness in night missions A V A I L A B L E L A N G U A G E S R E Q U I R E M E N T S Max Life Pack (download @ Armaholic) MOCAP Melee (download @ Armaholic) CBA_A3 (required by MOCAP Melee) (download @ Armaholic or @ Steam Workshop) I S S U E S (read this!) The file MOCAP_noidle_all.pbo (from the MOCAP Melee mod) causes a sound bug (double footstep sounds when jogging unarmed). Fortunately the file isn't needed, so you can delete it. It can be found here: Arma 3\@Mocap\addons Playing with other mods apart from the required ones could break the missions or cause bugs A D D I T I O N A L I N F O R M A T I O N D O W N L O A D S Underdogs v. 1.55 Underdogs v. 1.55 Please note: If you like my missions and campaigns, please give feedback in form of comments and rate them! The biggest motivation comes from reading how you liked them and what I can improve. If you want you can also something at Paypal. Many thanks for your support!
  6. Operation Arctic Front Coop 1 - 4 Players/Single Player An aggressive Russian military force has secretly created a base of operations within the Ural mountains, Russia. Your ranger team has been chosen to infiltrate the enemy base and secure key areas within it. The enemy force occupying the hidden base is believed to be made up of ex-military elite Russian soldiers that have gone rogue and are now under the command of a retired Russian Lieutenant Colonel Viktor Pomelov. With global concerns in mind, the U.S. government has been in contact with Russia in regards to this matter, and Russia has agreed to allow the U.S. to deal with the situation due to Russia's desire to avoid certain political repercussions from being directly involved.. Features Very large enemy base that provides different approaches to infiltrating the compound and gives plenty of cover for stealth tactics once inside. Custom AI system - AI Modify - incorporated into the mission that enhances enemy AI behavior making them more mobile, responsive and provides greater support for stealth missions. Replayability - use stealth tactics, try to get farther and farther into the enemy stronghold without raising the alarm. Three specific Special Forces roles to play in a 4 man team: 2 Expert Riflemen, 1 Machine Gunner, and the Sniper whom plays an important role in providing support during the mission. Limitless respawn and revive enabled for the Mp version, full team switch enabled for the single player version. Mountain wilderness, winter environment. Mission time should normally be around 1 hour. *Installation, usage, required addons and known issues information is all provided on the steam release pages. *Important note: If you experience issues with not being able to load/run the Ural Fixed map then you can try running in 32-bit by switching over under the parameters tab at the Arma 3 load up screen. Operation Arctic Front [Coop 1-4] MP Version - Steam Operation Arctic Front [Single Player] Version - Steam Credits Special Ed, Aka Mr Pibb (Ghost Recon.Net) : Author of Operation Arctic Front, Author of AI Modify. genesis92x : All code inside the VCOMAI folder which includes - Take Cover function, Hit Near function and additional supporting code for those functions (permission was gained). NeoArmageddon : Map Builder - Through the use of a modified version of his Map Builder editor, the base in the mission was created and it would not be what it turned out it as without his very well done Arma 3 editor. The Map Builder Objects addon (configs) is his as well. jus61 : Providing the Ai Modify system on his dedicated server for testing. POLPOX : POLPOX's calm animations. Tpw : Integrated LOS and FOV supporting code from Tpw_Los script KillZone_Kid : KK_fnc_inString function. Heeeere's johnny! : For getting doors names for buildings from A2 by going through his Auto Open Doors script Bis Forums Members that have helped significantly with questions about a vast variety of scripting issues: mdcclxxvi jshock tyger larrow das attorney Heeeere's johnny! davidoss R3vo zriel naizarak silentspike killzone_kid chrisnic Grumpy Old Man Version History: 1.0 Release 1.1 Modified base main road patrol unit path to make it significantly easier to eliminate him without alerting the base. 1.2 At a certain point during the mission some of the wilderness enemies have their skill values reduced. 1.3 Reduced view distance of a few specific units. 1.4 Significant reduction in early mission difficulty - removed 2 tower guards/towers, 1 tower/tower guard moved, all alarm guards are killed by one hit, enemy safe mode detection range reduced by 90 meters (aware/combat mode detection ranges still the same). 1.5 Minor adjustments to various units skills settings.
  7. JUNGLE WARFARE!! Situation: Inteqam (Revenge) in the Wildlands is a persistent sandbox SP Wasteland mission based on the lush Bystrica with logistics, free-roaming and base building/survival elements where you, a covert OPFOR operative, were handed over to the ruthless FIA rebels towards the end of Al Inteqam (The prequel mission also available on steam workshop/drive). The AAF, however, has surprisingly come to aid you in this time of trouble and sent in their teams spread sporadically all over the map. Seeing a chopper sent in by NATO to provide additional monitoring, AAF too have injected one of their own to balance the equation. You have just managed to take out the guards and are without any equipment. Bruised and battered from the melee ordeal... General Tips: - A Base Building Factory, an empty heli and and empty tank will spawn on a random location (On destruction, all 3 of these will respawn elsewhere after a delay). - You can recruit guerrilla units at the flagpole installed at Rebel Camp. - There are a total of 6 teleport poles spread throughout the map which will help you and your group members to teleport to any other pole location. Respawn-able vehicles are present near each pole. - At regular intervals, the AAF will send in a cache which will be marked on the map and supported by a smoke grenade. It will have 3 each of random weapons, items and magazines. Final Words of Advice: - The teleporting flagpoles are relocatable via logistics. - To make the most of your inventory, empty weapon crates can be spawned at the base building factory so that you can save some stuff in them and carry them wherever you may like. Mark useful crates locations on map for easier navigation. But be careful, if the vehicle carrying the crate/flagpole is destroyed, so will the crate. - Respawn-able empty Striders are placed on undisclosed spots on the map. - Every dead enemy group will respawn somewhere on the map after a set timer. - All the empty vehicles are set on a “respawn to original spot†timer once they are either destroyed, or deserted for more than 500m. - And last but not the least, you have an addaction where you can repair all nearby vehicles within a range of 50m. But it has a screen fade effect so beware of using it near enemies. - Allied group will be deleted once the player is killed - Instead of loading the cache drop in the truck and going all the way back to the base, spawn a crate with the base building factory and take it along. Stuff it with all you think you will need and then equip your self somewhere safe. - You can tow vehicles and take them wherever you want. Just place the vehicle you want towed behind the vehicle which will tow and you will see an addaction - Helis can lift vehicles and crates. Just hover the heli over the target object or vehicle and an addaction will appear. The ideal height should not be about 5-10m I guess. Summary: 1. Wasteland in SP 2. SP Respawn 3. Base Building 4. Random Weather 5. Logistics 6. Combined Arms (in a way) 7. Cutscenes and cool music ;) 8. And lots ...and I mean Lots & Lots OF UNADULTERATED FUN.. Needs: CUP Terrains Complete *Hope you all enjoy this as much as I have loved making it* :D Download: Google Drive Steam workshop Update 2: 1. Added "towing" and "lifting" logistics ability to the vehicles. 2. Included unit caching to increase FPS considerably 3. Added a new rebel camp for recruiting Update 1: 1. Assigned NVGs to allied and enemy guerilla units 2. Optimized enemy spawn area to make encounters more possible 3. Allied team mates will have infinite magazines as it is assumed they will re-arm like humans. Its a good compromise I guess. Special Thanks to: - Amazing people like RYDYGIER (wouldnt have been possible without your spawn codes brother), JShock (like always), Greenfist, Shuko, R3vo, Larrow (the wizard), Haleks, R3F Logistics team and the entire bis community that have supported my work till now through their scripts, snippets etc.. :) - Meatball for the Random Weather script
  8. Welcome to No Cure A Single player Arma 3, Open world action RPG.. In 2017 the asteroid named Mortifera 71 began its collision course with earth. As Mortifera 71 drew closer to earth Governments around the world decided to nuke it in an attempt to destroy it or reduce its size. This resulted in a cataclysmic disaster breaking Mortifera 71 into thousands of smaller meteorites that showered the earth causing utter destruction to most major cities and our planet’s surface. In the wake of the disaster the climate effects where detrimental Earth was shrouded in a dust layer plunging the planet into complete darkness. Communications across the planet failed and governments lost control as humanity fell into panic mass killings /starvation /and a breakdown of medical systems left behind a broken world. Several years on as the dust began to lift a dark and daunting horror began to manifest. The asteroid contained water within its core, the water was host to a bacteria unlike anything we have ever seen. When Mortifera 71 was split by the nukes the bacteria thriving water was spread into the earth’s ozone and all across the planet’s surface. The effects are devastating, mutating most living things only the stronger immune systems manage to scrape through. 2047 The shattered world now consists of factions and colts banded together from survivors of all kinds desperately trying to cling on to existence at whatever cost…. And on top of everything…. Something dark and sinister is rising from the old world…Pure evil is coming. Let chaos take its place. Features Large progressive quest system Full survival system Loot system Building system camps and barricading, full blown settlement building. Ui overhaul / interaction dialog / new inventory Crafting and farming system Hunting system Ulak a fictional 40K terrain set just north of Alaska Melee combat system New weapons / clothing and vehicles multiple new factions An abundance of new inventory items / Terrain assets Lighting overhaul and ambient weather effects Explore the ruined past of the former world. No Cure has its own web site Interaction System: WEAPON RE-TEXTURES: TERRAIN DEVELOPMENT: Will keep you updated as This develops. Follow No Cure on No Cure website Facebook Armaholic
  9. Evil's Last Will (Arma 3) Author: Undeceived Version: 1.2 (updated May 19th, 2017) T R A I L E R : New trailer: D E S C R I P T I O N : Eliminate a target person and witness how murder and hatred only stoke more fear and death in this land - when evil fulfills its last will. F E A T U R E S : A huge SP mission, ported (and further refined) from Arma 1 (OFPEC score back in 2009: 8 out of 10) Modernized and optimized with Arma 3 features Play as a Germany / NATO special forces operator Thrilling and dark story, set in the deep forests of northern Sahrani Full voice acting (German) English and German subtitles Cutscenes Custom music Custom main menu design Choose your equipment in the Arsenal, not in the briefing Long mission (make sure your boots are in good shape, soldier! ) R E Q U I R E M E N T S : Arma 3 v. 1.70 CUP (Vehicles, Units, Weapons, Maps, Core) CBA (required by CUP) (Steam Workshop link) C H A N G E L O G : D O W N L O A D S: Evil's Last Will v. 1.2 Evil's Last Will v. 1.2 Please note: If you like my missions and campaigns, please give feedback in form of comments and rate them! The biggest motivation comes from reading how you liked them and what I can improve. If you want you can also something at Paypal. Many thanks for your support!
  10. ZKs -=LOST=- SP Survival Mission (With Optional Base Building) Download ZKs -=LOST=- SP Altis Steam Link ZKs -=LOST=- SP Tanoa Steam Link Here is the link to -=LOST_SP=- on Malden Beta -=LOST_SP=- Malden Updated 18-03-2017 All the features of the MP version (except the defib save feature) Now it uses the game save and no longer requires iniDBi2 for the SP version. Required Addons(Mods) (you need this to collect items and use to stay alive) @ZKs_Items (Optional if wanting Base Building) @ZKs_iBuild In this reality days are 2 hours long and nights are 30 minutes the weather changes rapidly and everyone hates you. You can work alone or in a pack, kill or be killed. Collect Guns, Tools, Food, Water and medical supplies There are always mini missions inside the mission that give you rewards If you need to know how everything works in the Mod while in game go to the Map and look in Briefing and in the Lost tab is all the information about what everything does. The things that you can do in the mission. Used Items (In Gear Dialog aka inventory) Use by dragging the item to the Assigned Watch Position. if you dont have this you will only get access to weapons and not be able to fix vehicles , Heal , Drink or Eat etc. This is running a database so you and your items and vehicles are recorded and will be the same for you next time you play.(unless someone finds your vehicle and steals it or you DIE) The AI are all Nasty . feel free to kill them. This is PVP , TEAM or friendly , play it as you want. if you get close to a player add him / her (lol) as a friend with your action menu (need to be within 3 meters) you will be able to see them on the map after that. At the moment you scavange , collect and try to stay alive. Drag items to where your watch goes in the inventory, Not all items can be used it that way. There are Mini Missions that if you complete you may get special Weapons or Items. you need to find an assortment of tools to fix vehicles. Drink and eat to keep your stamina in check everything works in actions at this point. Below is a List of what each Item does. The Items not on this list are used in the Mini Missions Enjoy!! ITEM USE LIST You can Pickup and Drop your last thrown Chemlight. Used Items (In Gear Dialog aka Inventory). Use by dragging the item to the Assigned Watch Position. Bed Roll when used will create a Sleeping Bag,Laying on the Sleeping Bag will restore your Health,Hunger and Thirst. Defibrillator If used will restore your Health. Food items will lower your Hunger and reduce damage. Drink items will lower your Thirst and reduce damage. Medical items will lower your Damage. Vitamins will boost your Fatigue endurance for 30 minutes. When you use a Drink Can it will create an Empty Can in your inventory (Empty Cans are needed to repair vehicle Hulls). When you Drink a Canteen a Empty Canteen in your inventory. If you use a Empty Canteen while its raining or next to a Water Source it will add a Full Canteen to your inventory. If you use a Empty JerryCan or Fuel Drum while near a Fuel Station or Tank it may add a Full JerryCan or Fuel Drum to your inventory. If you use a File it will select a mission and add a Document to your inventory. If you use a Document it will show locations on the map and show you in a Hint the mission. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. You can use the AXE to cut down trees and get wood planks for building. If you have an AXE in your inventory you can use this to cut down trees use LMB. You can use a tent to store your gear, You can only get tents from doing missions. No other players can take your gear or your tent. To pick up your tent hold the shift key while looking at it. To Add Friends So You Can See Them On The Map. When you get close to a player you will get a ADD FRIEND action. when you have added a friend then you can see where they are on the map. If you can not see the ADD FRIEND action then they may have it locked. You can lock and unlock access to add you as a friend by holding down the Shift Key You can show everyone or just your friends your position on the map by holding down the Shift Key and using the actions Items in your Inventory That Give You Actions. If you have a Rope in your inventory you can Tow or Lift other vehicles and you can get raised or lowered from flying VTOL aircraft or choppers. If you have a Grinder in your inventory you can Dismantle Wrecks. If you have a JerryCan or Fuel Drum in your inventory you refuel vehicles. (It will leave you with empty ones) If you have a Empty JerryCan or Empty Fuel Drum in your inventory you can refill them from vehicles. If you have a Weapons ModKit and Bullet Casings and you are in a Gunner seat you can add a Magizine to that turret.(Bullet Casings deleted after 1 use). If you have a Weapons ModKit and Bullet Casings and you are in a Driver seat you can add a Flares that are automaticly activated when you are locked on to.(Bullet Casings deleted after 1 use). To Repair Vehicles you need in your Inventory. Pliers and Car Battery are needed to fix the Engine (Car Battery deleted after 1 use). Wrench and Tyre are needed to fix the Wheels\Gear (Tyre deleted after 1 use). Drill and Battery are needed to fix the Glass (Battery deleted after 1 use). Screwdriver and Duct Tape are needed to fix the Fuel Hoses (Duct Tape deleted after 1 use). Hammer and Empty Can are needed to fix the Body (Empty Can deleted after 1 use). Butane Torch And Matches are needed to fix the Rotors (Matches deleted after 1 use). MultiMeter And Metal Wire are needed to fix the Electronics (Metal Wire deleted after 1 use). To Recruit Civilians Walk up to a civilian (the ones without a gun) and use action to Join Group when you get close. Use the F keys to select your unit. (F2-to-F5). If you have a Radio you can have up to 9 Units.(F2-to-F10). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. Press F1 when they are close to you. < 3 meters, to access their inventory. For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu that pops up then you will see a unit pickup action. Hold down your Shift Key to get the Kick From Group Action. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. Vehicle Options Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done to lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Objective: -- STAY ALIVE --
  11. TPW MODS TPW MODS is a modular and highly configurable suite of addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience. You can use the TPW MODS of your choice to enhance existing missions and campaigns, or to simply turn any empty map into an immersive living world a la Far Cry 3 or 4, with endless replayability. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS is under constant development, and continues to be refined and expanded largely due to user feedback and suggestions. Download (88MB) Dropbox: Armaholic: - many thanks to Foxhound et al. PW6: - many thanks to Sonsalt et al. Steam: This work is not to be made available on Steam. Any versions you find there do not have my support. Requires Community Base Addons (CBA A3): Latest Version Changelog 20170912 [CARS 1.56, PARK 1.11] Added IDAP vehicles to car list. [CORE 1.44, SOAP 1.19] Bozcaada added to region and sound lists. Added IDAP civilians to Mediterranean, European and Oceanian maps. [DUCK 1.01] Suppression fx no longer affect player when switching units. [FURNITURE 1.05] Added new BIS furniture content. Performance improvement by spawning furniture as simpleobjects. Full changelog Features Infantry realism Units reacting realistically to suppressive fire by ducking/going prone (TPW DUCK)*. Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)**. Sounds for jumping, falling, rolling and turning prone, sounds for freefalling and under canopy (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). More realistic (slower) movement and stance change speeds. * TPW DUCK replaces TPW EBS, which has been deprecated due to native engine implementation of suppression. ** Deprecated due to improvements in native AI reaction. Civilians Region specific civilians in towns, walking around and interacting with each other, and reacting to weather and gunfire (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS). Civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). You may specify which native Arma3 and mod civilians to use on different geographic regions. For example Ohally's CAF Aggressors Middle Eastern and African civilians, RDS A2 Eastern European civilians and cars, Leight's Opfor Pack Middle Eastern civilians, and CUP civilians and vehicles will be used appropriately if present. Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present. Ambience Lights in civilian houses at night (TPW HOUSELIGHTS). Working streetlights on A2/OA maps (TPW STREETLIGHTS)***. Appropriate sized flocks of sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS). Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR). Region specific ambient environmental noises (voices, traffic, radio music, loudspeakers), with support for user added sounds/music (TPW SOAP). Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP). Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player (TPW SOAP). Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP). Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO). Civs/animals/cars/parked cars/radio/houselights/streetlights/sounds easily excluded from entire areas of the map using triggers. Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES). Buzzing flies gradually building up around dead bodies, rubbish piles and bins (TPW FIREFLIES). Whining mosquitos around the player at night (TPW FIREFLIES). Ambient furniture in enterable Tanoan, Altian and Maldenian buildings and houses (TPW FURNITURE). *** Deprecated due to CUP Terrains implementing working streetlights Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG). Rain droplet effects on most exposed ground and object surfaces near the player (TPW RAINFX). Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX). Puddles on the ground around the player during and after rain (TPW PUDDLE). Documentation Full readme with installation and usage instructions Full changelog Sample HPP Bleedout Civs Crowd Duck EBS Fall Fireflies Fog Furniture Houselights HUD LOS Park Puddle Radio Rainfx Skirmish SOAP Streetlights Disclaimer / Licence TPW MODS is an SP mod, portions of which may work in MP. I totally refuse to accept responsibility for anything that might happen to your MP game/computer/life as a result of using my mods. If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and properly acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside your pbo addon and monetising it does not count as returning it to the community. Distributing my work via Steam Workshop is expressly forbidden.