Search the Community

Showing results for tags 'single player'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • ARMA 3
    • ARMA 3 - EDITING


PlayStation PSN














Found 11 results

  1. 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 (54MB) Dropbox: Armaholic: PW6: Requires Community Base Addons (CBA A3): Latest Version Changelog 20170216 [CARS 1.52, SKIRMISH 1.38] All civilian cars will stop is there is gunfire around the player. Player vehicles can now flatten footbound units. Units should no longer briefly disappear when nearby cars are shot at. Collision removal may now be disabled by setting the variables tpw_car_nocollision = false and tpw_skirmish_nocollision = false. [CIVS 1.52] "Chimp walking" civilians stuck in crouch walk will be removed. Civilian interaction is now disabled by default in the HPP. [CORE 1.32] Added support for CUP civilians on European/Greek maps, and appropriate support for CUP Takistani / CUP African civilians if using Autigergrad's Takistani Civilians for CUP / African Factions for CUP respectively. [FURNITURE 1.04] Added furniture template for Tanoa "Land_House_Small_05_F". Improved random template selection code, additional fuel station templates provided by Savage_Donkey. [HUD 1.61] Optimised unit scanning code. Unit/marker scanning may be toggled using CTRL-ALT-U. [SKIRMISH 1.38] Fixed sporadic undefined variable errors. [SOAP 1.10] Additional Tanoan crowd ambience, many thanks to Autigergrad for offering me these samples. 20170208 [CORE 1.31, FOG 1.48] Added Isla Duala to region and climate lists. [CARS 1.51] Improved vehicle collision disabling code: massively reduced chance of player and nearby AI being mown down by vehicles. [CROWD 1.05] Fixed sporadic undefined variable errors. [FURNITURE 1.03] Support for randomised furniture templates for each house: each now can now assigned a random furniture template from a list of templates, and will continue to use this template for the duration of a play session. No new templates are provided yet though! [SKIRMISH 1.37] Spawned infantry squads will move towards the general vicinity of the nearest enemy infantry squads. Refactored support calling code for reduced CPU hit. General code cleanup and optimisations. Features Infantry realism Units reacting realistically to suppressive fire by ducking/going prone and seeking cover (TPW EBS)*. Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)*. Sounds for jumping, falling, rolling and turning prone, sounds for freefalling and under canopy (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). More realistic (slower) movement and stance change speeds. * Deprecated due to engine improvements Civilians Region specific civilians in towns, walking around and interacting with each other, and reacting to weather and gunfire (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS). Civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). Ohally's CAF Aggressors Middle Eastern and African civilians, RDS A2 Eastern European civilians and cars, 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). 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). Ambient furniture in enterable Tanoan and Altian building and houses (TPW FURNITURE). ** Deprecated due to CUP Terrains implementing working streetlights Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). 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 EBS Fall Fireflies Fog Furniture Houselights HUD LOS Park Puddle Radio Rainfx Skirmish SOAP Streetlights
  2. Welcome to No Cure A Single player Arma 3, Open world, Quest driven survival mod. With No Cure you will face many challenges in a new Post apocalyptic environment. You will need to hunt and scavenge for essentials to survive and stay fed and hydrated. Once the essentials are taken care of you can begin exploring deeper into the mist of the dead where you will find life stealing bandits, struggling survivors, and settlements hanging on to existence. All with one common goal…. To survive the deceased lands riddled with mutated death. This apocalyptic modification will offer a large quest system with a main story to follow if you wish or if nonlinear is your fancy then that’s covered too.. Inspired by Fallout to an extent. You will have the freedom to roam and survive and build and or follow the story and quests line. Features Hours of quests to play through Needs system hunger/thirst/sleep/body temperature Loot system providing what you need to survive but not with out challenge Building system from small camps and barricading buildings to full blown settlement building. Fancy building an entire town …no problem. Interaction with anyone willing – Pick up quests / recruit followers / learn information/ and much more Crafting and farming system Mother nature is your best friend, most food and survival essentials can be obtained from her Living off the land is a must. New terrain coming This thread will be updated regularly. STATUS LOG: Interaction System: Re-inventing the Scroll wheel. ;) WEAPON RE-TEXTURES: TERRAIN DEVELOPMENT: Will keep you updated as This develops. Follow No Cure on Facebook at No Cure Facebook group Armaholic
  3. Evil's Last Will (Arma 3) Author: Undeceived Version: 1.1 (updated August 3th, 2016) 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 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. 1.62 CUP (Vehicles, Units, Weapons, Maps, Core) CBA (required by CUP) (Steam Workshop link) C H A N G E L O G : I S S U E S : Buggy dialogue sounds: Some sounds in some conversations are messed up - I think it's an Arma bug... Tasks disappearing: This is definitely an Arma bug. Solution is here and here. Leaving the mission (to the menu), then resuming it works too. Please help raising this to BI's attention here and here. D O W N L O A D S: Steam Workshop subscription: Evil's Last Will v. 1.1 @ Steam Workshop Check the description on the workshop page, how to launch the mission. Manual installation: Evil's Last Will v. 1.1 @ Armaholic | @ | @ MediaFire The installation instructions are contained in the ReadMe.
  4. 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
  5. Sentinel - 'Outbreak' Altis, Esseker & Chernarus Editions Description: This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics. The mission begins in a different way depending on which edition you're playing. On Altis you're an innocent holidaymaker that's stuck on the island when the outbreak hits, in Esseker you're the lone survivor of a plane crash, while on the Chernarus version you've been kidnapped after the refugee camp you were working at was attacked by soldiers and are currently being held captive in an underground facility. Deciding that just waiting to die isn't exactly how they'd like to spend their last few hours on earth, the player must venture forth and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island. Trying to stay alive is made even more challenging as the player will have to either evade or kill the crazed remnants of those that have been infected by the virus; as well as scattered groups of bandits - and in the case of the Altis and Chernarus editions there's even hostile soldiers who would rather shoot first than risk being infected themselves. Thankfully in the Altis and Chernaurs editions the player isn't completely alone however, as there are still a handful of survivors scattered around who are desperately trying to hold back the never ending hordes of the infected. The Esseker edition is a much darker and lonelier experience as it's set later in the Outbreak timeline and takes place in a location that's suffered the ravages of time and neglect after the initial outbreak. Features: -=Altis Edition=- 8 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play. 4 Different ways to complete the mission, including 2 obvious and 2 relatively hidden methods of escape that only a few sharp eyed or resourceful players will find. Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear. Simple text based narration courtesy of IndeedPete's conversation system. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time. While resting, the player can build a campfire which will automatically save their progress - be advised that even though this feature can be used multiple times, it comes with a 10 minute cool down timer. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. Created to be vanilla Arma 3 friendly, no 3rd party mods or addons required. -=Esseker Edition=- 6 Random starting locations and random loot spawns in almost all the buildings mean that you'll have a different experience each time you play. 3 Different ways to complete the mission, including 2 different methods of escaping from Esseker and a highly optional 'King of the Wasteland' ending for the murdering sociopaths among you. Random Bandits/Marauders spawning at certain locations and with random gear. An underground bunker area that is created through the clever use of scripts and existing structures, it's not pretty, but it is functional. Simple text based narration courtesy of IndeedPete's conversation system. The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. -=Chernarus Edition=- 4 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play. 3 Different ways to escape from Chernarus and complete the mission, and a highly optional 'Ruler of South Zagoria' ending for the murdering sociopaths among you. Added the ability for the player to sit down and rest, which will slowly heal minor injuries (damage to the player must be less than 33%). First Aid kits must still be used to treat any serious injuries first, otherwise the player will not be able to heal when they try to rest. You know you are healing when you see the word 'resting' in the top right corner of the screen, this fades away when back at full health. You can rest near the campfire in the tower at the Survivor Stronghold in order to save your progress, but this comes with a 10 minute cool down period before it can be used again. Random Bandits that spawn at certain locations and with random gear. Simple text based narration courtesy of IndeedPete's conversation system. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Credits & thanks: -=Altis Edition=- B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing. Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts. IndeedPete - Conversation System. ZZEZ - Loadout Script. BangaBob aka H8ermaker - Loot Script. [sTELS]Zealot - Random Vehicles Script. -=Chernarus Edition=- Red Hammer Studios - Russian & US Equipment. -=Esseker Edition=- RonhillUltra and ThcMonkee - Esseker Map. Change Log: -=New in version 1.05=- Edited the Game Logics and Triggers to make the mission compatible with Eden/Apex, the mission should now appear in the scenario list again. (All Editions) Added the new 8 point military cap to the USMC officer on board the USS Khe Sahn. (Chernarus Edition) Left some of the portable lights on in the Underground Bunker after the power is cut, as it appears as though BIS have drastically reducing the distance that the ambient light travels in a recent update. Most portable lights like those have got their own independent power source anyway so it doesn't really break the immersion too much. (Chernarus Edition) Added a new Bandit camp at the junk yard, South of Petlov Grad. (Esseker Edition) Added a few more spawns to account for the new locations in the most recent version of Esseker. (Esseker Edition) Tweaked the waypoint for the UN Helo to make it more likely to land on the roof of the hospital. (Esseker Edition) -=New in version 1.03=- Changed the base units and added new textures to the infected to make them look like they're more suitably well clothed for a temperate environment. (Chernarus & Esseker Editions) Made some changes to the Infected scripts to fix a bug that crept in with the recent Arma 3 patch, this only broke the Chernarus version as the infected spawned as side GUER instead of CIV, now all editions have the infected spawn on side CIV. (Chernarus Edition) Added another 2 spawning locations for the Fuel Trucks. (Chernarus Edition) Added a trigger to fully repair the escape helicopter after it's manually repaired and refuelled by the player, this will disable that annoying master warning alarm. (Esseker Edition) -=New in version 1.02 (All Editions)=- Added more bandanas and sunglasses for the Bandits, and made some of them spawn with just balaclavas to add a little more variety. Added a few more entries into the init.sqf file to trip a lot of the trigger conditions on mission start to false, this is the default trigger condition state and I normally don't need to define it in the init file but people running the game with the -ShowScriptError start parameter were constantly being spammed with undefined condition error messages. This doesn't have any effect on gameplay and was more of an annoyance for the people that have this start parameter as default - usually modders or mission makers and their testers. Fixed a small bug that was present in the original random vehicle spawning script, so now the random vehicles should spawn even in the small villages and continue appearing until the end of the mission for the Altis and Chernarus editions. Requirements: * Please note that you can use any 3rd party mod/addon that's not listed in the requirements below, but you do so at your own risk as it may change the overall mission experience and in some cases, possibly even break it. -=Altis Edition=- None - No mods/addons required for the Altis edition. This was created with vanilla Arma 3 in mind. -=Chernarus Edition=- Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Chernarus terrain* - RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - -=Esseker Edition=- Esseker by RonHillUltra and ThcMonkee - RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Esseker terrain* - Known Issues & Future Plans: (Esseker Edition) There's still issues with the underground bunker section of the map, particularly with regards to it making the player go into the skydiving animation whenever he steps off a ladder or falls down. This is due to the altitude this area is set at (2500M), and while for the most part it isn't too much of a problem and has been fixed with some scripting, occasionally the player will stay in the skydiving animation and float a few feet above the ground. The best fix for this is to drop your weapon or put it in your backpack (or if you're using ACE3 - just put your weapon on your back), this will change the player's animation and he'll land as normal. In very rare instances one or two of the infected sometimes spawn without ambient sound effects, making them particularly dangerous if you're not paying attention. (Esseker Edition) On some occasions the pilot of the rescue helicopter will land nearby again briefly even after picking up the player, this is just another glitch in the AI, but it's not game breaking. There's a few buildings in the map that the infected still struggle to navigate properly, although this is more of an issue with Arma 3's poor AI pathfinding. (Altis Edition) On some occasions when reverting to a previous save, or continuing an older game, the scripts and conversation system may take a few minutes to catch up again. This is due to the large size of the map and sheer amount of scripts in use and can't be helped. (Altis Edition) When building a campfire they will appear at the same altitude above ground level as the player's feet; which means that even though you can build them inside a house or on the top floor of an office building, if you're standing too close to the edge of a building or rock formation the campfire may end up floating in mid-air over the side. Download: Sentinel - Outbreak - Altis Edition (v1.05) (Rar file) (7Zip file) Sentinel - Outbreak - Esseker Edition (v1.05) (Rar file) (7Zip file) Sentinel - Outbreak - Chernarus Edition (v1.05) (Rar file) (7Zip file) Gallery: YouTube Videos:
  6. As part of a USMC platoon deployed to Bystrica, command a force recon team to setting up a safezone around FOB 'Foxhound', the temporary base in the region. As Russia looks to expand communism to its neighbours, it begins a radical troop movement, threatening the countries on its borders. Seeing this, the NATO and UN deploy a collaborative USMC specialized recon force to counterattack the advances of the militias and communist parties secretly being funded from the Russians across the border. Play as Corporal Reynolds, serving under the 1st Armored Recon batallion led by General Campbell. (This is Day 1 of the upcoming campaign.) Mission Features: Infantry combat, Vehicular Combat, Specialized warfare, Grasping Storyline, Commanding, Support Units, Armored combat.
  7. Hi All, I want create single player missions with the mission editor. The editor itself is not a problem for because it's similar to OFP and Arma2. But the wounding system of Arma3 seems to be not so good. I just want few wounding effects, no complex medical system: (I have no scripting knowledge and not the time to learn from beginning, so please give me a short example for one wound effect. maybe I will understand and can continue working. I have started reading your Scripting Introduction for New Scripters) wound effects: -for all units: if hands/arms are hit more than 0.3 are hit unit drops weapons and flees maybe with this command: gethit "arms", gethit "hands", removeAllWeapons, allowFleeing -for all units: if legs are hit more than 0.5 unit fells and can just croutch maybe with: gethit "legs", setUnitPos "down" If possible: script should be started with init.sqf and a script-sqf without to much entrys in the mission.sqm and the example as primitive as possible so that I have a chance to understand it. Best regards
  8. Hi guys, figured I should make a post here about what me and a few other people are looking to make happen. What we're looking to do is release our own fully featured campaign, essentially 'crafted' by the community. It would of course incorporate a well written narrative, quality voice acting, enjoyable mission design, and the like - much like drafting up our own game. Over on the reddit subreddit, the response for something like this has been very positive, and the response from a couple of follow up polls shows there's definitely interest in something like this. I set up the subreddit /r/thisiswar as a kinda 'main hub' for the project, but figured there should be an ongoing discussion thread here too. Up to now, however, the main problem has been getting the numbers for something that resembles a team. So we're currently calling for anyone else who is willing to lend a hand in development - this means we're after the: - programmers - writers - level designers - artists/modelers - writers - voice actors - overall organisation etc. Leave any of your thoughts here, or somewhere over at /r/thisiswar, if you'd like to mention anything. I'm in the middle of drafting up a Game Design Document (GDD), which will serve as the team's living document and reference material, including a breakdown of each mission, what music, deadlines etc. We've also decided to house the project on GitHub, which will allow us to host the main build, manage contributions, release test builds for more feedback, and track bug tickets. To help, simply leave a comment here with your GitHub name and how you can help, or PM me, or contact me on reddit. I'd love to do this, and a few other people would also like to help, but for what we have in mind, it'llbe easier to make this a community collaboration. And I'm sure you'd love to play the final product. C'mon guys, let's make it happen. Vansen
  9. Background: April 2003. Political tensions seasoned with the occasional armed incidents has been mounting up in the Podagorsk peninsula in south-eastern Moldova for the last two years. The consensus in the region is that the US government and the West-European media have greatly exaggerated the aggressions and violence in the peninsula and that the Moldovian government is justified and able to handle its conflicts on its own. Nevertheless four months ago NATO decided the intervene and send peacekeepers to solve the conflict despite the protests of the European Union and the Russian Federation. It has been speculated that the reason for stabilizing the situation in Podagorsk are the peninsula's abundant reserves of nickel and bauxite. The NATO occupation was estimated to be quick even though the Russian Federation did not allow NATO presence in the Black Sea for the exception of one aircraft carrier. Four months after the advance began from the north of the peninsula, NATO front lines have not been able to make real progress towards the southern parts of Podagorsk where the minerals are mined. Almost the entirety of the peninsula's population has been united under an ancient slavic religious movement, СвÑÑ‚Ð°Ñ Ñ€ÑƒÑ‡Ð½Ð°Ñ Ð³Ñ€Ð°Ð½Ð°Ñ‚Ð° ÐнтиохийÑÐºÐ°Ñ (СРГÐ, pronounce 'SRGA') and the movement is fiercely defending the southern parts of Podagorsk. NATO high command believes that the Russian Federation is providing the locals with military grade weapons, vehicles and training since a great deal of the Black Sea region is controlled by the Russian Federation. NATO combat research estimates that the СРГРcombatants number up to 800 and more are joining the cause from as far as northern Europe. The СРГРforces have been able to defend the peninsula against everything the NATO forces have thrown at them. As the eyes the the whole Europe and Russia are upon the situation and the peacekeeping forces must also keep the Moldovian government from interfering, the NATO high command has hired a small but apparently effective Belarussian private military company to expedite the occupation. The PMC will be placed directly under NATO forces' local high command, Lt.Col. William K. Gobbler and given command over the NATO's battalion sized force in the peninsula. The PMC's relationship with NATO will be denied in order to maintain relations with the Russian Federation and media. The Lt.Col. has heard that the PMC in question is not afraid to get their hands dirty if there's money involved. And there is. Mission content: Operation MMCCXXII Nihil: Ambush enemy QRF and help NATO forces break through the enemy lines. Operation Strangulatus: Hunt down routed enemy forces. Operation Clasis Echium: Assist NATO forces in taking out enemy MBTs on the western flank. Operation Carboneum Atrum: Scout enemy positions for NATO spearhead and support the attack. Operation Anticus Obscurus: Find and destroy guerilla camps. Operation Pars Mortalis: Assassinate a СРГРhigh priest. Operation Relicta Greges: Find a crashed NATO plane and rescue the crew from behind enemy lines. Operation Imber Sempiternus: Seize and hold a service depot near the enemy front line. Operation Tempestas Particularm: Lead an armored assault through enemy lines. Operation Refragatio Terminalis: Ambush a СРГРreinforcement convoy. Operation In Eremo: Prevent the enemy spec-ops from destroying NATO mobile artillery. Operation Chirurgia Arcanus: Assist the NATO spec-ops in eliminating the second СРГРhigh priest. Operation Ultio Obtingens: Help the NATO forces hold the front line against СРГРoffensive. Operation Inter Lupos: Exfiltrate a NATO captain from Berezniki while the town is being overrun. Operation Divisi Cademus: Reach the exfiltration point and leave for friendly lines. Operation Tenebra Albae: Prevent the enemy ground-assault planes from taking off. Operation Excitandi Infernos: Coordinate a combined operation to capture enemy airfield. Operation Rati In Cuna: Kill the broadcast signal flooding the NATO channels. Operation In Auro Fidimus: Rescue two NATO POWs from a bauxite refinery. Operation Lucis Tyrannis: Prevent enemy forces from regrouping and seize the power plant. Operation Mare Sonat: Eliminate the СРГРmilitary strategist and destroy mobile artillery. Operation Aquae Virides: Clear the north-eastern flank for the NATO advance. Operation Dies Tum Umbra: Extract intel from Zirnitra prior to seizing the town. Operation Adversi Reges: Eliminate the last СРГРhigh priest. Required addons: CBA A3 ASDG Joint Rails RHS: Escalation Community Upgrade Project - Weapons Pack All in Arma Terrain Pack Podagorsk Subscribe in Steam Workshop or download version 2.46 from Dropbox. Screenshots: and more on Steam.
  10. Hey all, This is something that's been bugging me for a while now (since I started the campaign, in fact). In the single player campaign, the lighting is very different to how it is in a single player mission, in multiplayer or in the editor. In the campaign, all the light colours with any sort of light on them are seriously washed out and bleached out, to the extent where all I can see is a whitish yellow colour, no textures or anything. I've done some testing, and made an imgur album of 3 images, showing the same location at the same hour and time of year. As you'll see, the campaign screenshot shows the building much brighter and whiter compared to the other two. It detracts from my game experience - it makes it very difficult to hit enemies in towns or buildings where the white glare is so strong that I can't see them properly. Here is the imgur album: Any help sorting this would be much appreciated, thanks!​
  11. Hello there soldiers! Today i decided to make the first post about this mission project i have been planning for a long time now, and i wanted to make something that i think it has been missing on the community regarding single player missions (or maybe i have not seen this kind of mission yet). Since there are plenty of multiplayer missions following the idea of survival and RPG like gameplay, i decided to focus on a simple but immersive single player mission. My goal today is to introduce to the community the general idea of this mission and to get some feedback on the features for this project, and use this feedback to plan the features this mission will have, so everybody (including myself) can enjoy the experience. Also please notice that this is my very first post on the Bis Forums and also i'm not a native english speaker, so please be patient. This is the "story" for the mission that i have written so far, so lets start with that to get the general idea shall we? Story (Probably will change in the future with the feedback from the community) "You are the team leader of a special forces unit assigned to assist in the takistan war scenario. The world has changed a lot since the third world war, Takistan is the last front-line after the peace treaty was signed by Eastern and Western leaders. Since the war, military investment was cut down by 95% all over the world, and almost no resources are available to the current war scenario in Takistan. UN Forces are still present in the region but with very little control over the situation, they also suffer from lack of supplies to carry on their mission. You will need to survive to carry out your mission objectives, in order to survive you will need to suply your base and your units with food, water, medicine and fuel, of course you will also have to look for weapons and ammunition from time to time, the US has made available some supplies for your unit but dont get too excited, some toolboxes with spare vehicle parts also may come in handy when your convoy gets damaged (if you are able to get some vehicles to form a convoy of course). There are rumors of civilian scavengers throughout Takistan that are willing to help you with supplies, for a price of course. Your main objective is to fight off the Takistany insurgents throughout the region and help stabilish order." END OF STORY "So what are you planning to do?" Great question! I have a pretty solid idea of what the mission will look like, but i still dont know if the gameplay mechanics will work out well, so that's why i need your feedback! ;) Instead of laying down a list of features, i will describe in text what i want to do and what will happen in the mission, so here we go: Gameplay "You start off in a plane with your special forces team consisting of 15 members of varying roles, due to heavy enemy presence in the region you will need to perform a HALO insertion in order to garantee your team safety and not atract too much attention. After you and your team hits the dirt you will need to find a suitable location to deploy your initial base of operations, consisting of a barrack and the supply depot to storage your food, water (not sure if survival will be included in the gameplay mechanics), fuel and military suplies such as weapons and ammunition. Now that you have a place to call home, is time to get your hands on some supplies like weapons and vehicles, since we wont be hearing from HQ anytime soon, we should be one step ahead if we encounter heavy resistance. Some intel is provided from HQ that we should search for nearby towns for supplies from small enemy groups and civilian scavengers. You head off on foot with your team to the nearest town to find out that there was an enemy truck by the road you could use as transport, you get in and find it is still in working condition but with half fuel, no problem, you get in the truck with your team and head off to the next town. In the next town you find an enemy patrol guarding what it seems like a weapons cache, you attack their position and fill the truck with the ammo crates they were protecting and go back to your base to fill your depot with the loot. On your way home you see the UN fighting off a insurgent group, you choose to ignore and quickly pass by the conflict. Once you arrive your base you load off the truck with the supplies you gathered and decide to keep the vehicle for further use. When the night arrives you decide to set up a camp fire and plan your next actions based on the current situation, you tell your units to assume defensive positions and commence the patrol, you go to sleep, or you can choose to carry out a night patrol into enemy territory to get the upper hand and find some supplies. The next day you encounter a group of civilian scavengers and decided to buy a crate full of ammo, since they liked doing business with you, you can call them next time you need supplies and they will take their trading truck to your base in order to carry out further transactions with you. And the mission goes on and on without end..." END OF GAMEPLAY DESCRIPTION So, this is my idea, sure there are a lots of stuff i could include, but for now its enough, i will lay out a detailed features list after i have done some more thinking and have received some input from you guys. Currently i am the only one developing this mission, so if anyone (modders, addon creators, programmers, etc) wants to join me, please feel free to post on this thread and let me know you would like to contribute, and i will gladly set up a repo or something so we can work together! Also any input and idea will be more than welcome and very valuable, so if you have an idea, dont keep it to yourself, even if you find it useless or silly, just let me know and i will gladly take into consideration. ;) Basically this mission will not use any third party addons, you red it right, no addons and no custom 3d models or any other sort of external requirements, because of 2 reasons: First, my skills are limited only to programming, im not a 3d artist. Secondly, i want to make this mission as simple as possible, in regards of technical requirements. The only requirements are Arma 2 OA, thats it! I will also make the code for this mission publicly available and well commented so the community can benefit from my efforts. "So what have you done until now?" Awesome question! Right now i am still figuring out how i am going to be doing the software engineering part (array manipulation libraries, procedures and functions skeletons, coding guidelines for the project, garbage collection, the mission loop, etc), i have some test scenarios to help me figure out the best way to do things in the game engine, but after this week or the other i will probably have this part sorted out. So that's it guys, i will post some screenshots when i have something solid to show to you. Criticism is welcome, but please lets keep it respectful ok guys? Sorry for the uggly english mistakes. See you in the next post!!! :D