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  2. Here are a few flowcharts I made that could help new players or people unfamiliar with ace medical. These flowcharts are not the only correct way of doing it. They probably aren't even the best way of doing things. They are intended to be a guide for new people. Once you become familiar enough with ace you'll figure out how to do this better. Here's a guide on which bandage to use: Here's a guide on what to do as a rifleman when you get shot: And here's a guide on what to do as medic when someone gets shot: And this is a backup link in case these pictures disappear. They'll probably be outdated before that but just in case.
  3. Last week
  4. Lovin' this! Should be the last big operation on my current PC, aka Muckduck's old PC. She will be retiring hopefully next week. She's had a good run at an age of nearly 10 years.
  5. My ingame name is Hamza A. (that is what shows up when i send texts in the text box and i log in to the server) I was just playing but left annoyingly cuz internet connection went down two times..... Never happened to me before
  6. I will let this run untill upcoming Monday,27.01 12.55 so exactly 7 days total. If no more people post up you win by default and i will PM you and gift ya via Steam. What was your ingame name,btw?
  7. A question if y'all dont mind me asking, when will the winner be announced ?
  8. Okay, thanks for replies I bought Arma 3 Contact instead of the Creator DLC. See you soon on the battlefield.
  9. The design philosophy on I&A 4 (if not I&A 3, though I can't really speak to that one) is that the mission is intended to be able to be as widely played as possible, meaning we try to use assets which don't require DLC. I personally don't have Global Mobilization, as I wasn't hugely impressed by it, so I have no motivation to design for it.
  10. Unlikely, due to the nature of this DLC being essentially a paid mod (creator DLC). The problem with that is unlike the APEX, marksmen and all other bohemia DLCs, which allow you to utilise the assets in the server even when non-owners of the DLCs are present, the Global Mobilisation makes it so that only people who own the DLC can play on the server. There is a compatibility data for non-owners, which allows them to connect to servers running global mobilisation, but it is a roughly 20GB workshop item and the idea of EU1 is to be open to large number of players without requiring them to download mods.
  11. I want to know are I&A3 and future I&A4 version's have weapon's and armor from Global Mobilization because I want to buy this DLC. P.S Also I wanted to give props to I&A4 modder's.
  12. I know right, I was about to buy it but I mean I have F1 2019 . I bought tac ops on it's place.
  13. 1st tribute errr i ment entry noted - welcome to the forums ! on a side note - you are aware that the KARTS DLC is best DLC rrrrrrright?
  14. Hey there. Idk where to start but here I go, I was an FW last weekend and decided it's time for me to buy my dream game Arma 3, ita been 4 years since I watched the first Arma video of but I'm living the experience now finally. I have to say that it's a hard game , had a few bumps here and there, killed a 2 teammates and I'm so sorry I'm not a mean person but I didn't respond cuz I didn't know how to . It's been 6 days now and I'm training to be a pilot too and today I didn't kill any of my teammates so that might be asign that I'm getting better on using my map to P-ID the targets before engaging ig. And I have to say people here and on discord have been very helpful, I hope I can soon use the mic and chill with you guys. Thank you and I really mean it, thank you for a great week.
  15. Bumped in to quite a few good players and players that were willing to learn so just provided them with any help and questions I could answer, they also seemed to like the Zeus missions I made. Overall no more trouble than usual when I was on. Hope we get some of the good players sticking around.
  16. This is becoming kind of really addicting. Had a good time on the last missions and looking forward to this and following ones. I enjoyed driving the 'heavy element' MRAP last time and would love some good infantry/vehicle combined ops with the M113 again. Very good job on that storyline Janxol.
  17. Date: 26.01.2020 17:00 UTC Expected mission length: 120+ min (might be over or under) Act 1 - Prelude to a Nightmare Part 3 The situation is stable for now, but it won't remain that for long. As worrying news reach Altian high command, they realize they must make their move. The insurgent leaders that were captured during recent operation were persuaded to reveal vital information about the strength and plans of the insurgency. None of them were high enough rank to know all the details, but the information will prove valuable in the upcoming operation. Unfortunately the Freedom's liaison couldn't be captured which means our information regarding Freedom's own operations is still very limited. Regardless, we have received some worrying news as well. Freedom is bringing in more and more people and equipment into the archipelago, particularly Altis. It appears they are committed to civil war on Altis, even bringing in some commanders, whose names are well known to the world. Some of them are supposed to already be on the island, with others scheduled to arrive in the near future. One name in particular, the man known as The Templar, is especially worrying. He is one of the best - if not the best - Freedom's commanders and the fact he's coming to Altis can only mean one thing: things are bound to get a lot worse. The Altian command made the decision that the time to strike is now, and push back the insurgents from the territories they're terrorizing. Intel provided by captured insurgent leaders indicates that they are preparing for our offensive and that they are aided by Freedom's troops in this effort. While we do not have full information on Freedom's own operations, it appears that a field commander known as The Watcher - a well known figure - is in command of Freedom's forces in the area, where the offensive will take place. Additionally, during the operation to capture insurgent leaders our forces found and freed an altian officer captured by the insurgents. He revealed that he was brutally interrogated by both insurgents and Freedom's troops and for whatever reason they seemed to be particularly interested in Altian anti-air installations. It is also clear that insurgents have been busy gathering intel on our moves, bases and supply lines. Once more Russia offered help to Altian government, but this time also expressed deep concern about the presence of US troops. In the international waters surrounding Altis destroyer USS Patrick Gallagher narrowly avoided a collision with Russian missile frigate after both ships refused to give way. The Altian clock still shows 3 minutes to midnight... The Assets Player faction: Altian military Player slots: 30 - PLATCO - 4 man command element - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each (4-man fireteam, 3-man maneuver team + engineer - effectively two 4-man fireteams) - Vortex - Pilot and Co-pilot - 1x Mi-24V attack helicopter - Mi-8 transport helicopters - 1x M113 APC - Various wheeled transport vehicles The mission The goal is to push back the insurgents before they have too much time to dig in and bring in support. The primary objective is to capture the nearby field airfield, but there are bound to be other enemy installations or camps in the area. Expect heavy resistance. Insurgents will be supported by Freedom forces and our intel indicates they are under command of a field commander (colonel equivalent in Freedom's structure) known as The Watcher*. During the operation American destroyer USS Patrick Gallagher will be available to provide long range fire support if needed. The modset: The modset didn't change, but I'm putting it here for anyone who might need it: https://steamcommunity.com/sharedfiles/filedetails/?id=1944287184 Hope to see you there! *Note: This is the first mission where you face a custom enemy commander. Each commander is different and his command style will influence composition and actions of enemy forces. With that said it's not necessarily harder. Some of them are easier to defeat than others, some excel in certain scenarios. More will be explained before the mission.
  18. We only have 2 pilots though, the amount of CAS needed to recover from that is not available. Also, for his mission we are the relief force so if we get overrun it's over.
  19. Mission Name: [EU2] Unsung 11th Armoured Deployment Week 1 Server Details: IP: 136.243.150.72: Port: 2302 Mods Required: TFAR_Beta, CBA_A3, Unsung, Ace, AceX HTML preset: Ahoy Unsung.html Recommended Mods: ShackTac User Interface TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 39 (3 Squads of 11, command, and vortex ) Situation You are part of the 11th Armoured Cavalry Regiment of the United States Army, currently serving in Vietnam. We are base in the province of Vung Tau East of Ho Chi Minh City. We are tasked with holding this province and driving out the NVA and VC forces from this area. The airport at Vung Tau is of strategic importance and is our number 1 priority. Its operations can not be compromised.To defend the area we have setup many FSBs to exert our influence on the area. We have just received word that one of these FSBs named Arrow is under attack from NVA forces and are running low on supplies. Our attempts to resupply them by air have failed due to the presence of enemy AA weapons. The 11th ACR have been tasked with rolling in and breaking the siege. Get it done. Friendly Forces: US 11th Armored Cavalry Regiment Army of the Republic of Vietnam (A.R.V.N.) Assets: UH-1D Iroquois (Slick) X 4 UH-1C/M21 X 2 (Armed Huey) CH-47A Chinook X 2 A-7D Corsair II(CAS) X 2 A-1H Skyraider (CAS) X 2 AH-1G Cobra X 1 M-113 ACAV (M2) M-113 ACAV (Transport) M-577 Ambulance Various ground transport and support vehicles Enemy Forces: National Liberation Front (Việt Cộng) People's Army of Vietnam (P.A.V.N.) Civilians: Civilians are concentrated around towns and villages. Mission Patrol out from main base to break the siege on FSB Arrow. Once the attack has been defeated counter attack and destroy the enemies staging area. Execution Objectives: Patrol from the Airbase at Vung Tau Airport Break the Siege on FSB Arrow Counter attack the enemy once their attack has been broken Push and clear their staging area Movement Plan: At Commanders discretion Rules of Engagement: Armed personnel may be engaged on sight. Civilians are present in the area so collateral damage is to be kept to a minimum. Only buildings clearly being used for a military purpose may be engaged. Civilian life must be protected (Hearts and minds) Optional Tasks: Provide any necessary support to civilians in the area. Admin & Logistics Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained. Good Morning Vietnam!!
  20. The first and obvious benefit was increased players numbers. As an admin / mod that obviously also means an increased workload. Apart from the obvious trouble makers and the dealing there off I sincerely hope that the new guys trying out Arma 3 also saw that the staff team was working hard to maintain fluent game play. How to measure this is a different matter tho, I'm sure many of the players during the free weekend hopped servers and sampled what Arma 3 has to offer and they might never visit this forum. P.S. I'm obviously not a FW (Free Weekender?) so I opt out of the DLC draw!
  21. If the IV flow speed is customizable, that looks like a way to cut the downtime.
  22. This is a topic for people that played on AW EU1# while the free weekend was live (17.01-20.01) in order to voice up with ratings, made experiences, feedback and alike. I'm actually curious if all that madness has lasted us any benefit. I met some nice people, some crazy nubkins and a shitload of reasons to not stop drinking and smoking when playing EU1#. Out of all FWs posting here I ll pick one winner and I ll pay him/her a ARMA 3 DLC of his/her choice!!! (females get 150%bonus on my pick) Go! Go! Go! SPOILER: Tricksters, WorkArounders and Leechers will be prosecuted by God's given Law and the Law of Texas, Africa.
  23. The longest someone was out tonight (afaik) was 7.5 minutes, that being xwatt. Most of that time was spend waiting for blood (2.5 liters of blood) to get back into him. If the flow-rate of IVs was increased a bit that could probably be cut down to 5 minutes or so. But once I did get him up he was immediately ready to start shooting people
  24. 1. I believe we adjusted it but we will take a look if it still needs adjustments. 2. They should've been. Vehicles with at least two (logical) passenger seats should've been set as medical. I only learned about this problem after the mission, otherwise I would have fixed it (If I could) 3. You can still die instantly if hit badly enough. It is also possible to go unconscious and die within a couple seconds from bloodloss. Cardiac arrest doesnt mean you're not saveable, especially by a skilled medic. I believe people are still getting used to new medical so possibly things aren't as fast as they could be. Still the medics are doing a wonderful job getting people back from what I have seen. Thanks for the feedback and I'm glad you enjoyed the mission. The campaign will continue next week. And as a side note, I am actually the only zeus there.
  25. Great mission! Thanks to Janxol and Zeuses. I only have feedback to server settings: 1) stamina recovery is still really bad (setting?), once you exhaust yourself, its takes inredibly long time sitting to recover and until you do, you cant run at all 2) medics had Surgical Kits (for stitching), but cannot use them, even in vehicles I'm guessing that vehicles or locations need to be flagged to enable SK use, you might want to ease on that - at least allow all vehicles if possible. 3) the overall medical - I know nothing about new settings, but if possible, we might want to make rly badly wounded people just die, instead of nursing them back to health from 0 BP and no heart rate. Its fun for us medics, but for players to be lying unconsious for 15 minutes - it might be better to just respawn. Not sure how others feel about this, so something to consider and get feedbacks on.
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