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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

Oksman

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  1. Oksman liked a post in a topic by Skeliton in Training OPORD 07/02/19   
    This was a really great mission.
    Starting off, the only fault I found was my own, as too often I was late responding to contacts and lacking in reports (thanks for the prompts on that, @Filth) but despite that we didn't take any casualties besides @slayer going T2 right at the end of the mission. All in all, I really enjoy the terrain of Takistan as it is impossible to sit comfortably in the many valleys without thinking "Holy shit, any second now an entire fire team could come over that ridge" and even with the advantage of the high ground of a hill it's a constant worry of RPGs or other explosives raining down on whatever vehicle we use. I love this sort of experience as it means that at no point can we get too settled down in the mission.
    As I mentioned in debrief, I am very grateful for Filth's 'backseat commanding' as having someone experienced behind me made me worry less about what I was doing being wrong, and also gave me a good source to go to on the many occasions that I needed advice on the next plan of action. I was a bit shaky at the beginning of the mission, but I believe that with the guidance of my crew and the ease of operation in this mission, I quickly got into the swing of things and started to have a really good time.
    As always, I loved leading in this mission and I'm eternally thankful for everyone involved for showing up and making a really good Thursday evening. Thanks!
  2. Pilgrim liked a post in a topic by Oksman in Mission 19/01/19   
    If there's any issues editing wise I can help with it, I just downloaded the mission. Looks like a lot of time was put into this mission, but also some scripts that are unknown to me. Hit me up on Steam and I can help ya  
  3. Pilgrim liked a post in a topic by Oksman in Mission 19/01/19   
    If there's any issues editing wise I can help with it, I just downloaded the mission. Looks like a lot of time was put into this mission, but also some scripts that are unknown to me. Hit me up on Steam and I can help ya  
  4. Oksman liked a post in a topic by SoKkada in Captive Tigris Redux   
    no wanit to play realy badly bud stuppt game didet work 
     
  5. Oksman liked a post in a topic by Pilgrim in Captive Tigris Redux   
    You cunt play?
  6. Pilgrim liked a post in a topic by Oksman in Misson 05.01.2019   
    Ýeah I tried playing around with that for a bit, have a health "bar" go down to signal the loss of life and stuff, but I poured so much into it and didn't get anywhere since I've forgotten all my coding, and sadly since I'm not actually shooting artillery but only making the AI fire up into the sky, their rockets could be seen landing in no mans land a few KM away :/ I think perhaps forcing a time limit would work the same. Goes the same with the AAA I made, it's just for Atmosphere, but I talked to Guzzen and he made it more than just Atmosphere, but didn't get to apply it for this mission
    I wish I knew from the start I would be making a Saturday Op, then I'd put more AAC into it. Y'all remember this was made for CQB Infantry fight only and I converted it the last hours to make it somewhat more interesting  I think it was just a bad choice to go with VTOL, I thought they could use them as Apache's kind of, and hit the QRFs before the reached us but now I know VTOL is not the bird I was looking for  

    Thanks for the feedback everyjuan

  7. Pilgrim liked a post in a topic by Oksman in Misson 05.01.2019   
    Ýeah I tried playing around with that for a bit, have a health "bar" go down to signal the loss of life and stuff, but I poured so much into it and didn't get anywhere since I've forgotten all my coding, and sadly since I'm not actually shooting artillery but only making the AI fire up into the sky, their rockets could be seen landing in no mans land a few KM away :/ I think perhaps forcing a time limit would work the same. Goes the same with the AAA I made, it's just for Atmosphere, but I talked to Guzzen and he made it more than just Atmosphere, but didn't get to apply it for this mission
    I wish I knew from the start I would be making a Saturday Op, then I'd put more AAC into it. Y'all remember this was made for CQB Infantry fight only and I converted it the last hours to make it somewhat more interesting  I think it was just a bad choice to go with VTOL, I thought they could use them as Apache's kind of, and hit the QRFs before the reached us but now I know VTOL is not the bird I was looking for  

    Thanks for the feedback everyjuan

  8. Pilgrim liked a post in a topic by Oksman in Misson 05.01.2019   
    Post feedback on editing ples wat gud what not


  9. Pilgrim liked a post in a topic by Oksman in Misson 05.01.2019   
    Post feedback on editing ples wat gud what not


  10. PARKER liked a post in a topic by Oksman in Mission for Saturday ?   
    You can replay the Thursday mission and actually complete the VTOL respawn testing thingie  Blu disconnected/Crashed before we had a chance to use the teleport function, oops!

    I could also redo the mission, perhaps add some more depth. Fix some minor issues I had with the mission
  11. PARKER liked a post in a topic by Oksman in Mission for Saturday ?   
    You can replay the Thursday mission and actually complete the VTOL respawn testing thingie  Blu disconnected/Crashed before we had a chance to use the teleport function, oops!

    I could also redo the mission, perhaps add some more depth. Fix some minor issues I had with the mission
  12. PARKER liked a post in a topic by Oksman in Mission for Saturday ?   
    You can replay the Thursday mission and actually complete the VTOL respawn testing thingie  Blu disconnected/Crashed before we had a chance to use the teleport function, oops!

    I could also redo the mission, perhaps add some more depth. Fix some minor issues I had with the mission
  13. Des liked a post in a topic by Oksman in Mission 29.12.2018   
    Gameplay factor, not visual spectacles ._.

    And I'm all for night stuff without NVGs. Moonlit nights have the best night gameplay this game has to offer, just to be clear this was a pitch BLACK mission. So nothing to be seen but the sky & black treelines. Absolute pitch black, if you've seen the movie that is!
  14. Oksman liked a post in a topic by Des in Training OPORD 03/01/19   
    Will try but no promises I’m nursemaid to a Mrs who can’t weight bare at the moment so don’t normally get more than a hour on my pc. 
  15. unionjak liked a post in a topic by Oksman in Mission 29.12.2018   
    Editing: Would prefer moonlit night for the tools that were used, it was on the super easy side as I saw, good movement of patrols to flank me and shit, shows how rusty my sector skills are at this point. Also good balance for what you most likely knew was going to test the Mechanized capability at night, not too many hunter killer RPG teams out there that I could see, however good use of LMG/HMG vehicles to keep us and Mech on our toes. Slow paced for my liking, but I get the idea behind it.

    Execution: Operation Clusterfuck, Mr Bean in Armaland, Police Academy Arma, Team America = funny as hell from my perspective. No doubt irritating for some, I held my head up high as long as I could,  even though we did have a 30 minute wait for reinsert just to be brought back to base and some other bad luck, but I got to play with Guzzen and Unionjak which was fun. Got to shoot some people, got to see you all in action in a very unsuitable and difficult environment in an otherwise easy mission.

    Goes to show, how much gameplay is changed by the simple selection of mission date/time/overcast.

    About the ACE NVG settings, I believe it is cool, but we fail to utilize it or adapt to it, it feels we're going in a bit half-cocked with this in my opinion.
    On one hand we bring Illumination handheld, UGL etc, then for the majority of the mission we play with NVGs on. Illumination cancels out the NVGs so we shouldn't be able to use both at the same time, this would mean that when Illum goes out, we should turn of the NVGs and play without it until it dissipates. This kind of on and off and non-synchronized use of Night equipment is what I believe makes it more difficult than it has to be.
    The point is sights shouldn't be used with NVGs turned on, so at that point you have two ways to fight with NVGs, you point & shoot (with or without assist), or you try to see through the "blur" which will put a strain on your eyesight which will most likely have effects on you in the long run. If you keep at it for a few years, you'll get the same grandpa vision our old section already enjoy, do not strain your eyes. Go with the flow, point & shoot. 

    When fighting with NVGs in pitch black darkness, I believe we shouldn't use ANY illumination, our assist at that point should be IR Beams and good ZOOM control. IR beams exist for this reason, so what I mean with half-cocked is that we kind of don't encourage the use of this in pitch black missions, we refrain from it's use which is kind of like kneecapping ourselves (Refrain* This is how I have perceived the comments while using it).
    I use Zoom on my mouse so when in NVGs I can zoom in and focus on part of my vision that is lightened up in bright green, making my vision focus on a small portion, finding targets when shooting and scanning is much easier while doing this for obvious reasons, but most importantly you ignore the areas that aren't lit up by NVG. It will also help you find the point where your weapon is aligned to, so matching this with IR Beams or even without IR Beams (For low-tech gameplay) using the tracers for the same effect.
    In the end, I believe what Filthy wants out of the gameplay change is that we use volume of fire to take down targets, shooting at muzzle-flashes and following contact reports to hone in and unload our mags in the vicinity of the enemy to get our kills. Fighting together to take down contacts. Tracers & IR beams will help a lot with that teamwork, so I believe using these as our major "advantages" of running pitch black operations is a must to make it enjoyable!

    I would suggest using Illumination only in missions where it serves as a light "amplifier" much like in Moonlit missions, to avoid it becoming a necessity or a problem like it felt like it was when playing this. I love flares in moonlit missions, nothing lights the sky up for a firefight better than two red flares falling down from the sky. Add a cool ambush event into that and it's golden gameplay!

    PS: AI don't like pitch black missions, they don't excel at fighting at night. So when you use illumination you grant them our advantage, which most of the time is our overall better technology (NVGs + IR Beams).

    TL;DR

    Pitch Black Missions
    Ditch Illumination and roll with the flow use the NVGs.
    Add or encourage the use of IR Beams to help people point & shoot.
    Teach people how to aim without using ADS.

    Moonlit Missions
    Ditch the NVGs.
    Add and encourage use of flares.

     
     
  16. unionjak liked a post in a topic by Oksman in Mission 29.12.2018   
    Editing: Would prefer moonlit night for the tools that were used, it was on the super easy side as I saw, good movement of patrols to flank me and shit, shows how rusty my sector skills are at this point. Also good balance for what you most likely knew was going to test the Mechanized capability at night, not too many hunter killer RPG teams out there that I could see, however good use of LMG/HMG vehicles to keep us and Mech on our toes. Slow paced for my liking, but I get the idea behind it.

    Execution: Operation Clusterfuck, Mr Bean in Armaland, Police Academy Arma, Team America = funny as hell from my perspective. No doubt irritating for some, I held my head up high as long as I could,  even though we did have a 30 minute wait for reinsert just to be brought back to base and some other bad luck, but I got to play with Guzzen and Unionjak which was fun. Got to shoot some people, got to see you all in action in a very unsuitable and difficult environment in an otherwise easy mission.

    Goes to show, how much gameplay is changed by the simple selection of mission date/time/overcast.

    About the ACE NVG settings, I believe it is cool, but we fail to utilize it or adapt to it, it feels we're going in a bit half-cocked with this in my opinion.
    On one hand we bring Illumination handheld, UGL etc, then for the majority of the mission we play with NVGs on. Illumination cancels out the NVGs so we shouldn't be able to use both at the same time, this would mean that when Illum goes out, we should turn of the NVGs and play without it until it dissipates. This kind of on and off and non-synchronized use of Night equipment is what I believe makes it more difficult than it has to be.
    The point is sights shouldn't be used with NVGs turned on, so at that point you have two ways to fight with NVGs, you point & shoot (with or without assist), or you try to see through the "blur" which will put a strain on your eyesight which will most likely have effects on you in the long run. If you keep at it for a few years, you'll get the same grandpa vision our old section already enjoy, do not strain your eyes. Go with the flow, point & shoot. 

    When fighting with NVGs in pitch black darkness, I believe we shouldn't use ANY illumination, our assist at that point should be IR Beams and good ZOOM control. IR beams exist for this reason, so what I mean with half-cocked is that we kind of don't encourage the use of this in pitch black missions, we refrain from it's use which is kind of like kneecapping ourselves (Refrain* This is how I have perceived the comments while using it).
    I use Zoom on my mouse so when in NVGs I can zoom in and focus on part of my vision that is lightened up in bright green, making my vision focus on a small portion, finding targets when shooting and scanning is much easier while doing this for obvious reasons, but most importantly you ignore the areas that aren't lit up by NVG. It will also help you find the point where your weapon is aligned to, so matching this with IR Beams or even without IR Beams (For low-tech gameplay) using the tracers for the same effect.
    In the end, I believe what Filthy wants out of the gameplay change is that we use volume of fire to take down targets, shooting at muzzle-flashes and following contact reports to hone in and unload our mags in the vicinity of the enemy to get our kills. Fighting together to take down contacts. Tracers & IR beams will help a lot with that teamwork, so I believe using these as our major "advantages" of running pitch black operations is a must to make it enjoyable!

    I would suggest using Illumination only in missions where it serves as a light "amplifier" much like in Moonlit missions, to avoid it becoming a necessity or a problem like it felt like it was when playing this. I love flares in moonlit missions, nothing lights the sky up for a firefight better than two red flares falling down from the sky. Add a cool ambush event into that and it's golden gameplay!

    PS: AI don't like pitch black missions, they don't excel at fighting at night. So when you use illumination you grant them our advantage, which most of the time is our overall better technology (NVGs + IR Beams).

    TL;DR

    Pitch Black Missions
    Ditch Illumination and roll with the flow use the NVGs.
    Add or encourage the use of IR Beams to help people point & shoot.
    Teach people how to aim without using ADS.

    Moonlit Missions
    Ditch the NVGs.
    Add and encourage use of flares.

     
     
  17. Filth liked a post in a topic by Oksman in Mission 29.12.2018   
    I'll try to make sure the ones I made are tested and ready to go. Most likely they are, except for Vertical Approach still awaiting Guzzen's magic.
  18. Jason liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    I think it's clear to say perhaps the intent was not to slag anyone or compare, but that's how it is perceived. If anyone dislikes or likes how people do things, just as a general rule try to flesh out the information given and be constructive if anything, if you don't write it then just leave it at "Good leadership tonight" or something. The comparison I feel was unnecessary.

    But we all communicate differently, we can at least attempt to keep things civil.
  19. Jason liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    I think it's clear to say perhaps the intent was not to slag anyone or compare, but that's how it is perceived. If anyone dislikes or likes how people do things, just as a general rule try to flesh out the information given and be constructive if anything, if you don't write it then just leave it at "Good leadership tonight" or something. The comparison I feel was unnecessary.

    But we all communicate differently, we can at least attempt to keep things civil.
  20. hoofed liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    Alright, now it just depends on support to start the servers and all that jizz. But I made 4 missions the past two days, sadly I can't stop myself from creating big operations so most of these also fit the training ground missions. Possibly even Sat Operations depending on how many play them and how fast you do play them. The most fitting for small numbers will be listed on top.

    ======================================================================================================================================

    CO@17 Porto Flashpoint


    Faction: Russian Spetznas
    Time of Day: Moonlit Night
    Fog: Little
    AAC: No
    Focus: CQB with High-Tech Gear.

    Briefing:
    Task is to infiltrate the island of Porto, eliminate the AAF assets on the Island and stop it from being used as a resupply base for AAF forces. The AAF have deployed BM-21s on the island that harass nearby CSAT-held islands which needs to be destroyed. We cannot destroy it by Air as two ZU-23 AAA batteries are scattered in the town of Porto. These must be destroyed for the Airstrike to be called in. The team on the ground will have to destroy the Anti-Air and Stockpile to complete the mission. Exfil anywhere around the port/harbour/fishing villages.

    Tasks:
    Destroy AAA
    Destroy GRADS
    Destroy Stockpile

    Intel:
    ~40 Infantry on the Island in total.
    ~3 Heavy Weapon platforms
    Civilian Presence: N/A
    Risk of QRF: High

    ==================================================================================================================================
     
    CO@12 Nutcracker


    Faction: Modern Russian Special Operations
    Time of Day: Moonlit Night
    Fog: N/A
    AAC: No
    Focus: Rolling hills, Approach before engagement, CQB

    Briefing:
    We start off in two static C-130Js above our target. At will, we will jump off the ramps and start heading for the Rally Point. There you will find our usual needs, medical crates, respawn etc. Our mission is to eliminate the Takistani Army MLRS firing onto Russian positions east of the area of operations. The MLRS is guarded by a platoon of Mechanized elements who are targeted for Airstrike once the AAA positions at Objective 1 have been "destroyed". This will allow us to more freely approach the last objective and destroy the enemy MLRS & Weapons Stockpile.

    Tasks:
    Destroy AAA
    Destroy Stockpile
    Destroy GRADS

    Intel:
    ~120 Infantry in the area of operations in total
    ~5 Heavy Weapon platforms
    Civilian Presence: N/A
    Risk of QRF: Low

    =================================================================================================================================

    CO@23 Operation Midgard / Malden Resistance


    Faction: US Special Forces (M4s, M249s, MAAWS)
    Time of Day: Moonlit Night
    Fog: N/A
    AAC: Yes
    Focus: Outpost Assaults, Rolling Hills with Patrols, Hidden Strongpoints and secondary "Hidden" objectives. (Stockpiles)

    Briefing:
    We start off in the Air Base north-eastern Malden. Our mission, disrupt the Insurgents on the Island. The Insurgents have deployed D-30 Artillery that are hammering the coastal towns west of here. Insert freely along the eastern side of the island and choose your own approach. 

    Tasks:
    Destroy D-30 Artillery Nests.
    Destroy ZU-23 AAA Nests at Supply Base.
    Find and Destroy 3-7 Stockpiles of Ammo.

    Intel:
    3-7 Reaction forces
    1-5 Heavy Weapon platforms
    2 D-30 Artillery Nests
    1-3 Mechanized Elements
    Civilian Presence: N/A
    Risk of QRF: Very High

    ==================================================================================================================================


    CO@23 Vertical Approach (Unfinished, waiting for new script for Vertical Mobile MHQ)



    Faction: Chinese Special Forces
    Time of Day: Moonlit Night
    Fog: N/A
    AAC: Yes
    Focus: Town Assault with different randomized directions of QRF.

    Briefing:
    Start by the makeshift Airfield north of Altis. The focus of this mission was to try a new way to implement reinserts with a VTOL Aircraft without the need of constant landings, trying to develop another type of gameplay for AAC and their missions. We can either land or as planned do a HALO Paradrop into the DZ. Our mission as per the current theme, find and neutralize the MLRS at the objective!

    Once the MLRS has been dealt with, approach the Outpost and clear it. Hold your positions in Syrta and extract when able.

    Tasks:
    Destroy MLRS.
    Destroy Outpost.

    Intel:
    ~90 Infantry (Excludes QRF)
    3 Heavy Weapon platforms
    5 Infantry Strongpoints
    Civilian Presence: N/A
    Risk of QRF: Very High

    =================================================================================================================================
  21. Pilgrim liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    You could explain it a bit more in-depth. Rather than compare, tell people what is good about it rather than just throw it out there  makes for solid feedback for people that didn't even attend the mission!
  22. PARKER liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    Updated. I made 4 different missions, one is not complete. Most of these should be for a full squad training session. With a lot of focus on overwhelming odds and intense CQB, don't expect forgiving scenarios.

    We can choose 3 to play, but then again we could also just shuffle through them as we fail each one of them  Merry Christmas, I spent a lot of time on this (But mostly on new scripts and gear)
  23. PARKER liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    Updated. I made 4 different missions, one is not complete. Most of these should be for a full squad training session. With a lot of focus on overwhelming odds and intense CQB, don't expect forgiving scenarios.

    We can choose 3 to play, but then again we could also just shuffle through them as we fail each one of them  Merry Christmas, I spent a lot of time on this (But mostly on new scripts and gear)
  24. Pilgrim liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    Wondering if I should make a scenario or two, just very small ones. or make a training OP that's hard and little more random that we get to continously try & fail a couple of times. I'll make something for a small 5 man team to play I guess, so if people do show up we can do that.

    I only made one mission because I wasted time on doing this:

    Reason would be atmosphere, and now I won't mark any objectives I'll just let the enemy tell you where they are so we can go hunt them down. Mostly I find this could be fun with behind enemy lines scattered paradrop events, where people gather close to the objectives rather than us trying to radio in for rally and such. WW2 style.
     
     
  25. Pilgrim liked a post in a topic by Oksman in 22-12-18 - Christmas mission?   
    Wondering if I should make a scenario or two, just very small ones. or make a training OP that's hard and little more random that we get to continously try & fail a couple of times. I'll make something for a small 5 man team to play I guess, so if people do show up we can do that.

    I only made one mission because I wasted time on doing this:

    Reason would be atmosphere, and now I won't mark any objectives I'll just let the enemy tell you where they are so we can go hunt them down. Mostly I find this could be fun with behind enemy lines scattered paradrop events, where people gather close to the objectives rather than us trying to radio in for rally and such. WW2 style.
     
     

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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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