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  1. And now to something different... UNDERDOGS Author: UndeceivedVersion: 1.4 (updated April 16th, 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) Civilian style - 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 R E Q U I R E M E N T S Read the ReadMe for installation instructions. 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 Steam Workshop subscription: Underdogs v. 1.4 @ Steam Workshop Manual installation: Underdogs v. 1.4 @ Armaholic | @ Mediafire Check the ReadMe for installation instructions.
  2. 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.
  3. 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
  4. 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 Hours of quests to play through Survival 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. Dialog interaction system 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. Ulak a fictional 40K terrain set just north of Alaska 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
  5. 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 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: Steam Workshop subscription: Evil's Last Will v. 1.2 @ Steam Workshop Check the description on the workshop page, how to launch the mission. Manual installation: Evil's Last Will v. 1.2 @ MediaFire | @ Armaholic (coming soon) | @ (coming soon) The installation instructions are contained in the ReadMe.
  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. ZKs -=LOST=- SP Survival Mission (With Optional Base Building) Download ZKs -=LOST=- SP Altis Steam Link ZKs -=LOST=- SP Tanoa Steam Link 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 --
  8. 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:
  9. 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 (58MB) Dropbox: Armaholic: PW6: Requires Community Base Addons (CBA A3): Latest Version Changelog 20170429 [CORE 1.36, FOG 1.52] Bushlurker's Island 51 added to region and climate list. [FIREFLIES 1.03] Buzzing houseflies will gradually build up around dead bodies, and will occasionally buzz around the player's ears. Mosquitos will sporadically hum around the player on still nights. [SOAP 1.12] Adjusted volume of ambient house noise. Fixed issue where Greek ambience was playing in addition to Mid East Ambience on Mid East maps. 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). 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 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