Search found 827 matches
- Tue Oct 04, 2016 9:28 am
- Forum: Finished Scripts & Guides
- Topic: [Snippet] NATO Woodland & CSAT Russian uniform textures
- Replies: 2
- Views: 5647
Re: [Snippet] NATO Woodland & CSAT Russian uniform textures
Thanks, was fixed.
- Tue Aug 02, 2016 10:36 am
- Forum: Finished ArmA 3 Missions
- Topic: fa3_c53_die_another_day
- Replies: 2
- Views: 2229
Re: fa3_c53_die_another_day
A few observations (from CSAT perspective): The mission description (in slotting screen) needs to offer instructions on how to slot. I think using one CSAT platoon (ASL/A1/A2) is preferable to the current option as the ifrits are not really vehicles for a mechanized platoon. The Ifrit commanders can...
- Fri Jul 22, 2016 10:54 am
- Forum: Finished ArmA 3 Missions
- Topic: fa3_a89_Templeola
- Replies: 1
- Views: 1883
Re: fa3_a89_Templeola
First playthrough happened. Any input?
- Wed Jul 20, 2016 8:37 am
- Forum: Arma 3 Folk ARPS: Mission Making & F3 Development
- Topic: A3 gear, weights, capacities spreadsheet
- Replies: 15
- Views: 20868
Re: A3 gear, weights, capacities spreadsheet
Updated to 1.62 stable. Now includes glasses 

- Tue Jul 19, 2016 11:52 am
- Forum: Finished Scripts & Guides
- Topic: [Snippet] Simple IED script
- Replies: 0
- Views: 4972
[Snippet] Simple IED script
You can place IEDs in the editor found under "Props>Weapons>Explosives". To make them actually dangerous place a trigger on them (covering roughly ~5m² around the area) and synchronize it with all IEDs (or whichever explosives you use) in the killzone. Set up the trigger to be activated by the playe...
- Tue Jul 19, 2016 8:15 am
- Forum: Arma 3 Folk ARPS: Mission Making & F3 Development
- Topic: Brainstorming a Simple Spawn System
- Replies: 1
- Views: 7365
Re: Brainstorming a Simple Spawn System
I've added a pdf with the (currently) possible group types & a flowchart for the in-editor setup.
Also the included mission now comes with a number of usage example, documented in-editor.
Also the included mission now comes with a number of usage example, documented in-editor.
- Mon Jul 18, 2016 9:01 pm
- Forum: Arma 3 Folk ARPS: Mission Making & F3 Development
- Topic: F3 FA Missionstub: X-Eola Adversarial
- Replies: 16
- Views: 20641
Re: F3 FA Missionstub: X-Eola Adversarial
18/07/2016
Update to latest FA Template
Update to latest FA Template
- Mon Jul 18, 2016 12:06 pm
- Forum: Arma 3 Folk ARPS: Mission Making & F3 Development
- Topic: Creating ArmA 3 missions for Folk ARPS (inc. FA Template)
- Replies: 17
- Views: 29433
Re: Creating ArmA 3 missions for Folk ARPS (inc. FA Template
The FA mission template has been updated to F3 3-4-1dev
This update fixes a few minor issue and adds a mini-ORBAT for Gendarmerie.
Do I need to update old missions?
Not necessarily, but double-check in your init.sqf that the AI skill component is enabled (lines 149/150).

This update fixes a few minor issue and adds a mini-ORBAT for Gendarmerie.
Do I need to update old missions?
Not necessarily, but double-check in your init.sqf that the AI skill component is enabled (lines 149/150).
- Mon Jul 18, 2016 9:16 am
- Forum: Finished ArmA 3 Missions
- Topic: fa3_c37_HSLD(III)
- Replies: 3
- Views: 2766
Re: fa3_c37_HSLD(III)
Was good, but the caches can be destroyed by small arms/GP fire. If you add an eventhandler like this they can only be destroyed by satchels/demo-charges: if !(isServer) exitWith {}; _foo addEventHandler [ "HandleDamage", { _box = _this select 0; _ammoName = _this select 4; if (_ammoName == "DemoCha...
- Sun Jul 17, 2016 11:41 pm
- Forum: Arma 3 Folk ARPS: Mission Making & F3 Development
- Topic: Tools, Tutorials and Addons for mission makers
- Replies: 10
- Views: 19567
Re: Tools, Tutorials and Addons for mission makers
Removed 101editor as it was causing addon dependencies.