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      ARMA 3 Sync Update   07/14/2018

      ARMA 3 Mods Updated! This update restructures our mod package, previously the mods would get added to either GOLIslandsA3 or GOLAddonsA3 and this resulted in a fairly large mod folder. Before downloading this update it is recommended that you delete your current mods first because A3S doesn't always clean up the old mods. To do this you simply need to head to the location that you downloaded the mods to for example: \Steam\steamapps\common\Arma 3 and delete all of the folders that start with @ The benefits of the new structure include: Being able to see what mods we are/aren't running To give you the option of disabling addons that you don't want to run To have the option of adding mods that some may like to run for example: Blastcore To have the option of downloading the mods outside of the GOL Repository for example: Steam workshop or directly from armaholic To have the option of creating campaign specific mod pack presets so users can select the mod set preset and only the mods required for the campaign will be loaded - this will mean better performance. This can be set on the server side so that the preset is made available to everyone for everyone to select.

      An example of this is that we are playing as the Russians against middle-east rebels. Only the mods required for this would need to be loaded and this can be determined by a mod preset - are present there is only one mod preset which is called "ARMA 3 GOL Mod Pack". Another preset can be added called "Battle for the Falklands" for example and then only the mods for this campaign will be loaded. Obviously by only loading the mods for this campaign would mean better load times and performance.

      Keep in mind that as a mission maker that if you save your mission while all of the mods are running then some mods will added themselves as required mods in the mission.sqm meaning that if you try to load the mission again later it will fail because it believes that the required mod is missing. When making the missions only do so with the required mods - if you do mess up then there is the option of opening the mission.sqm in notepad or some other editor and removing the mods from the required mods selection. The download size can be reduced if you choose to manually move the mod files but if you don't have much experience with the mods then please just delete the existing mods and download the mods fresh. Any problems then post a message in the technical support thread and myself and others who can will be happy to help   Download size:  35.44GB


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Everything posted by Chroma

  1. Whats the new FTP Deets? cant connect anymore
  2. Starting this thread as a dedicated place for mission editors to discuss things and get together without clogging up the rota threads and that covers all missions and training maps and issues people have on the subject. @SoKkada @Luke @PARKER @Wazowski @R4IDER @Filth @Des @Jason @hoofed Got the go ahead from @R4IDER a while ago to add the Taviana map to the modlist but have been reluctant to star making a mission on it as i needed to do a lot of editing to the original map first. As a lot of you know it was designed with the sole purpose of wasteland and survival game modes so there is a shit ton of vehicle wrecks, rubble, corpses and general shit everywhere. So after a HELL of a lot of editing ive managed to go around the whole map and remove *almost* all of this (Im bound to have missed some). This is what it looked like once i finished removing it all. Each node is a module that is removing at least 3/4 items like wrecks and rubbish that takes away immersion. Im going to make this editor mission available on Filezilla and dont worry ive also hidden all of these markers and made them immovable so its like they're not even there. Hopefully will be able to start making missions on it soon.
  3. Been using this so we can pick and choose what mission we want without being disturbed by a random convoy or something that isnt meant to spawn in this campaign kind of thing ive been making. so far up to 10 objectives that are around 1hour each Youll probably be fed up with sand by the end of it
  4. @SoKkada i know you might want something like this. @Filth i guess you may find it useful aswell? uploaded an example on filezilla in "tests" for if you want to have a "mission select" kind of trigger placement for maps with many objectives and you dont want spawn triggers overlapping and triggering spawns for other objectives. Basically the trigger in the orange marker will not trigger unless the trigger owner for the white circle has been in the white circle first. Once the white circle has been activated any player can trigger the orange circle which in any mission would be the trigger that spawns units.
  5. @Oksman
  6. @R4IDER could you add it to the modlist whenever youre free?
  7. @PARKER The map runs about as well as chernarus. The map i edited with the modules that delete stuff runs exactly the same on my machine but it will add about 800Kb to a mission which i dont think is the end of the world. You can always delete all the modules that are miles away from the area your building your mission in. For perspective I get at max 40fps on chernarus and this. (big cities it drops a bit as you would expect)
  8. I saw that hah I was just concerned that any ai vehicle would just immediately crash into one of the many thousands of wrecks. It also made some roads/bridges completely inaccessible on road. Also for you fly bois, airfields were riddled with wrecks too so thats all cleaned up.
  9. Yeah i put the wrong link up i was looking at a couple changed it now though it says its output power is 150mW/250Ohm @PARKER I really do like the design of the steelseries. If i were to go for anything else it would probably be those ones
  10. Just wondered if people have any recommendations on gaming headsets? preferably without mics attached and are very comfortable no noise bleed etc. Currently using apple earbuds after my razer hammerheads broke lol
  11. @hoofed Yeah @Luke showed me these and ive actually gone ahead and ordered the DT 990 Pro black edition https://www.amazon.co.uk/Beyerdynamic-DT990-Pro-Headphones-Limited-Black/dp/B010IJ9W1U/ref=sr_1_2?s=musical-instruments&ie=UTF8&qid=1538753957&sr=1-2&keywords=beyerdynamic+dt+990+pro Going to try them with just a 6.35 to 3.5mm adaptor at first but will get myself one of these in future. https://www.amazon.co.uk/dp/B06WVBLTZJ/ref=sspa_dk_detail_4?psc=1&pd_rd_i=B06WVBLTZJ&pf_rd_m=A3P5ROKL5A1OLE&pf_rd_p=8e5be0e3-b258-4b06-8b6e-695b24f935a4&pf_rd_r=JK5XPKRDM786Y8Q1WPP3&pd_rd_wg=rfPo8&pf_rd_s=desktop-dp-sims&pf_rd_t=40701&pd_rd_w=7s0R6&pf_rd_i=desktop-dp-sims&pd_rd_r=bf12668b-c8b5-11e8-a5c6-2300b0b5c19d&smid=A2V6STQONGVEXX
  12. @Pilgrim Theres the FileZilla details
  13. But do regular headphones come with the in depth surround sound that you need for fps gaming? Obviously they have surround sound but is it not different for mid range headsets? I thought for example the set @Filth mentioned would have more individual speakers inside each cup for better directional sound. I know for the same price you could get headphones with better sound quality which is probably what ill end up going with anyway. Just wondered if there is a noticeable difference between lets say £100 headsets & headphones on that front.
  14. Had a 3 part Sat Op campaign basically done and then we did the ww2 stuff so now it wont load due to the mod requirements and I have no idea how to fix it. If theres someone who does know Im going to post the links to all 3 editor missions below https://drive.google.com/open?id=1RS43IgSeBosnl9l7NYDAibO4WgiV8A1e https://drive.google.com/open?id=1JKtkLzsIgv0Id-fNovu7UkjEyuO0lzYr https://drive.google.com/open?id=1vfdphlOt3oqzUUCcJP44BdlYzfYJLL-u Also here are some even older mission we never played. If you know how to edit them so they work again the clan and I will be very grateful. https://drive.google.com/open?id=1ZkVDPPgjqJk9xH_E1dI5S-UfTVtVT-u1
  15. @GuzzenVonLidl @R4IDER I got it to work, for some reason i have 2 @cba addons on arma3sync and i was using the one that is called '@CBA_A3* (from /)'. When I switched to the other one just called '@cba' It worked perfectly. I have been running with the CBA_A3 for ages now and when i looked in the repository the one in that was the @cba so i think whatever has been done to the mod list hasnt switched the two out.
  16. @GuzzenVonLidl They open in editor but when i try to test them is says "CBA version is outdated (required 3.8.0)" Do you know a way around this? Is it possible to update the version hardwired into the mission?
  17. Im Alex
  18. Maybe just a little
  19. @GuzzenVonLidl You're a saint
  20. Agreed
  21. @Blu. decided to land on the enemy?
  22. Gone from average of 15-20 fps to 50-60 fps. I dont know what @R4IDER did but THANKYOU its like a whole new game
  23. Could get the mission we did a couple of months ago with the tanks dlc stuff that i made if i update it like we did the other night Actually we cant do that because the Finland maps been removed
  24. Mission: Urban Route Details: 04:15 Slightly Overcast Situation: The region of southern Sahrani is under complete control of a drug syndicate that has managed to now acquire military grade equipment. Local governments now corrupt, have been shut down by UN and a task force has been assigned the region to fight the cartel and regain control of the populace. The Squad is to move out of Camp Gary to one of the patrol routes marked. Upon completing their route there is a location assigned that needs investigating and dealing with. The closest route is marked in Yellow in the town of Corazol. The task in this town is to disrupt the drug export operation that is taking place in the Harbour. The other two patrol routes are in Ortego which will require transport. One objective in Blue being to raid the gangs Villa on top of the hill. The second in Red being to destroy a drug Plantation. Any objective and patrol route can be done in any order. Given the high attendance in recent missions we have the opportunity to play this mission in multiple ways. It is possible to go either Motorised or Mechanised AAC have opportunity to: Pilot a reinsert/resupply Mi17 Lead a recon/Sniper team to the Vantage points in Ortego and provide over-watch. Lead the Mechanised PIG team. Asset list: UAZ (MHQ) UAZ DShKM 2x URAL BDRM BTR-60 M113A3 Mi17 @Raptor @hoofed @Blu. @Byleth

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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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