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Found 15 results

  1. This poll requires a 3/4 vote lasting two weeks, ending on 2018-12-06. This poll was put up at Regular Request.
  2. This poll requires a 3/4 vote lasting two weeks, ending on 2018-11-02. This poll was put up at regular request.
  3. Putting up a thread on Simcardo's US Forces 2000s pack to see if there's any interest in adopting it or just to sit around a campfire and admire it. Main Addon https://steamcommunity.com/sharedfiles/filedetails/?id=1087215803 Additional Units http://steamcommunity.com/sharedfiles/filedetails/?id=1116198232 Have you tried the mod with our modpack? Were there any RPT errors produced? -Yes -None to my knowledge Pros: -100% compatible with our existing modset, no additional mods required -Uniforms such as BDUs, DCUs, CCUs, Flight Suits, first-generation ACUs, first generation MCCUUs, and ABUs -Uniforms are fitted to most vanilla gear, avoiding the clipping issues that we often have with Delta Hawk's equipment -more modern body armor and vests such as Interceptor, SPEAR BALCS, CIRSAS, and FLCs that have armor values on par with RHS IOTV and Ratnik that would allow us to make Cold War/90s/War on Terror missions without having half of the players killed by pokes to the chest as often happens with Delta Hawk's PASGT vests -Aesthetic additions to uniforms such as kneepads, flag patches, name tape, and insignia of US Army units such as the 10th Mountain , 101st Airborne, 82nd Airborne, 1st Infantry ,3rd Infantry, and others, -Additional protective equipment such as MOPP and tactical fleeces -Mod is still in active development and its creator has been quick to make hotfixes for the small number of bugs -Creator is open to letting others tinker with his mod (so if Corax wants to reskin it, he can) -Available on steam workshop Cons: -263 mb -Admittedly somewhat redundant since we already have a lot of the baseline gear. I still think it's a good package and offers a lot of extra things we could use though, especially considering the file size.
  4. This poll requires a 3/4 vote lasting two weeks, ending on 2018-04-20. This poll was put up at Regular Request.
  5. Fallujah is a terrain that I'm sure we've all played in arma 2. its a 10km x 10km terrain. city is 4 x 4km area. if anyone isn't to know. Fallujah is a terrain based in Iraq. Map allows plenty of options for a vast variety of missions Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=908733096 Have you tried the mod with our modpack? Yes Were there any RPT errors produced? yes file here: https://drive.google.com/file/d/1UatIbVDKKCYq8qaVfmACKrj-IAri8Wat/view?usp=sharing Is the mod still maintained by the developer?Yes the original maker handed the terrain to someone else a few months back so I believe that it is being maintained. last updated on the 7 Dec 2017 What is the mod's file size unpacked?201.5mb What does the mod add that warrants it's addition to our mod pack? Map that was well liked and enjoyed by many back in arma 2 very large terrain with over 3000 buildings and growing as stated in the mod description. Houses and palms from ArmA1 to keep high performances and framerate 2 Bridges and 2 dams Real based road grid Object placement AI-Friendly Urban, desert and oasis area One military airport to the south, one FOB on the northern area and another helicopter base in the northern city area.
  6. Beketov is a fictional terrain modeled against an average God-forsaken county in Central Russia 20x20 km (400 km^2) Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=743968516 Have you tried the mod with our modpack?Yea Were there any RPT errors produced?Yes: Is the mod still maintained by the developer?Yes, he's not really active right now but the terrain is a part on VTN mod so it's unlikely that they will abandon it in near future. What is the mod's file size unpacked?808 Megabytes What does the mod add that warrants it's addition to our mod pack? Chernarus-esque terrain that's not beaten to death. Flatland, that you would see in actual Russia, contrary to the usual hilly terrains of this type/setting Vast open fields, those will allow to actually use tank FCS for once (if only it wouldn't have been broken) and other vehicle shenanigans Authentic village and city layouts and sizes (might be somewhat surprising after derpy Chernarus villages and pseudo-cities) Realistic distances between settlements that actually warrant usage of transports Authentic huge vegetation-rich forests Some lore behind the terrain, little neat POIs and realistic village/city names Can pass for an Ukraine Default decade-old maps are getting boring Closest thing to an actual Russia you're going to get Tracksuit guerillas (sold separately)
  7. This poll was put up at Regular Request. This poll requires a 3/4 vote lasting one week.
  8. This poll was put up at Regular Request. This poll requires a 3/4 vote lasting 1 week.
  9. Have a look at the new and now finished Prei Khmaoch Luong (formerly Cambodia) Map and please fill out the straw poll (http://www.strawpoll.me/13396067) and voice your opinions. link to mod: http://steamcommunity.com/sharedfiles/filedetails/?id=950966660 https://www.youtube.com/watch?v=9iZ7I9fVKG0 map screenshots: http://imgur.com/a/oB6Ws
  10. How interested would people be in an addon that modifies/enhances damage to the AI units, especially over distances. The aim would be to get to a state comparable to ArmA 2's ACE damages which were usually 1-3 rifle rounds in the chest at short range, or 1 to the head. ArmA 3's separate body part health system and damage reduction at range results in many cases of AI simply not dying from multiple accurate hits from rifle rounds... I'm sure other people have experienced this. I have already toyed around with damage overhaul systems that detect when rounds enter the spinal cord or head of an enemy, as well as the angle, speed, and weight of the projectile. The addon would also be aiming to reduce the "twitch" animation the AI perform when being hit.
  11. First of I appolagise if this is on the wrong section of the forums if so just move it where it needs to be. I think that including the TF47 Launchers mod would benefit the server as it adds in a CS version of the AT4 which greatly reduces the backblast allowing you to fire it indoors as the real version of the CS would. It also doesn't add much size to the repo (63mb). As I said feel free to shout at me if I have formatted this wrong or posted in the wrong place. Link to mod: http://www.armaholic.com/page.php?id=27620
  12. I would like to request to have the RHS Tanks addon from RHS added to the modpack. https://forums.bistudio.com/forums/topic/203325-rhs-m1-abrams-vs-t-55a/ Have you tried the mod with our modpack? - Yes Were there any RPT errors produced? - No Is the mod still maintained by the developer? - Just released. What is the mod's file size unpacked? - 17.6 MB What does the mod add that warrants it's addition to our mod pack? - Fun.... Unmatched fun! If it is vehicle related is it compatible with RHS vehicles? - Yes. I have 2 missions ready to roll with this. (Both would be classified as LOL´s.. but I assume everything with this mod would be classified as LOL...) Thank you for reading.
  13. Some welcoming changes to the A3 medical system. Look very interesting, what do you guys think?
  14. With the recent reveal of the Westwall WW2 mod and the continuing development of the Unsung Vietnam mod i have thought about the idea of adding these time periods into the main mod-pack. I think it would be really nice to be able to switch around time periods from mission to mission. It would also keep the server from getting too stale from the constant American vs Russian modern day missions. Right now the Westwall mod looks to be pretty lightweight. Th unsung Vietnam mod will be heavier but will come with more maps and units. What are your thought on this?
  15. Please use this fourm to discuss current addons, existing addons, or new and upcomming addons for inclusion in the UnitedOperations modpack. For any new thread about addon discussion, inclusion, and or modification, please use the ADDON Tag when creating your post. Addons that will be considered for addition typically require new or unique gameplay or functionality with a focus on realism. Reskins are to be avoided, we have a number of reskin addons in our modpack already that we maintain ourselves. If there are reskins that you would like to see included, feel free to suggest or prepare them for inclusion to our existing reskin mods. Addon Dependencies are to be avoided unless it is already to content that we are using. We are unlikely to add any landmass or addon that has a large inheritance or secondary dependency group. Sound Addons - In general all sound addons will be declined as they are disastrous to online performance in how they are created. There are multiple threads discussing these issues over the last 5 years. While some of these addons may be newly discovered by yourself, please search before you put up an suggestion on content that has already been discussed in the past. Before posting an addon request go through this check-list and answer each question in your post: Have you tried the mod with our modpack? Were there any RPT errors produced? Is the mod still maintained by the developer? What is the mod's file size unpacked? What does the mod add that warrants it's addition to our mod pack? If it is vehicle related is it compatible with RHS vehicles?
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