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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

NeKoArroW

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About NeKoArroW

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    GOL Friend
  • Birthday 12/03/1989

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    http://steamcommunity.com/profiles/76561197971568283/

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  1. I mostly enjoyed this mission, coms were a bit wonky at times due to the hills which had me concerned to whether my TFAR was working properly at the early stages of the operation. Editing: I found the fog to be slightly overkill, the intensity of the fog between Foxtrot and Juliet was the sweetspot in my opinion, but this is also nitpicking. Weather can be controlled in arma, but not irl. So sometimes one will just have to bear with it. Inventory management was a bitch for the AR. I had 5 or 6 belts in my backpack which only fits 3, meaning inventory management was a nightmare (thankfully I did not have to do much of that). The vest would possibly hold 2 belts but that meant ditching grenades, smokes and other equipment. Bravo: After losing leadership things got a bit confussed in the first objective which had bravo running back and forth, left and right, up and down. Overall Bravo had good communication both on radio and locally. Bravo was able to spot targets and engage effectively even in this fog thanks to good communication between the members. Parker performed well, it clearly shows he has done this for some time now and has learnt how to handle a fireteam. Overall good and good, would play again, just not with the PKM (bleh).
  2. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. Due to attendence being very low, what mission will be played will be based upon attendence. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSR
  3. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. Due to attendence being very low, what mission will be played will be based upon attendence. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  4. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. Due to attendence being very low, what mission will be played will be based upon attendence. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  5. As it looks we will surely play a 7man mission called Operation Deflection. Paramilitary forces are pushing on multiple fronts which means we're falling back from Goisse. Upon doing so, we are tasked with protecting a convoy transporting civilians out of Goisse. No reinforcements/reinserts are available until the convoy has reached Checkpoint Chrome. This will introduce a new script I have created which is regarding AI convoys, so in this mission we will be manning the guns while friendlies handles the driving from Goisse to Checkpoint Chrome.
  6. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. Due to attendence being very low, what mission will be played will be based upon attendence. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  7. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. Due to attendence being very low what mission will be played will be based upon attendence. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  8. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. We are part of the local militia on Altis. We have the support of NATO (in forms of vehicles and aerial support) to get control of arms dealers and rebel forces in the region. Terrorists are setting up explosives to destroy a power plant and we need to stop them be taking the power plant under our control and defusing the bombs. We also need to retrieve an AMV-7 that was taken in an earlier battle. We also need to investigate yet another town for more intel on the terrorists activity and aims. There are 13 slots available. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  9. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. We are part of the local militia on Altis. We have the support of NATO (in forms of vehicles and aerial support) to get control of arms dealers and rebel forces in the region. Terrorists are setting up explosives to destroy a power plant and we need to stop them be taking the power plant under our control and defusing the bombs. We also need to retrieve an AMV-7 that was taken in an earlier battle. We also need to investigate yet another town for more intel on the terrorists activity and aims. There are 13 slots available. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  10. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. We are part of the local militia on Altis. We have the support of NATO (in forms of vehicles and aerial support) to get control of arms dealers and rebel forces in the region. Today we need to investigate three towns, there has been sightings of weapons and suspicious people in the area. Unless a person is armed they are considered civilian. Civilian casualties are not acceptable, we are also not to intrude on to their property unless we find a good reason to. We may take suspicious people in to custody and bring them to FOB Windstorm for questioning. Any possible weapon stashes are to be destroyed or secured. There are 13 slots available. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  11. Fixes: The ability to load units in to a vehicle. When unloading a unit, all units could be unloaded even if they were not supposed to be. When unloading a unit in a vehicle on a rooftop, the unloaded unit would appear at ground level, not on the roof. Updates: In future (new) missions the MHQ will have the plate number "MHQ" (Presuming the vehicle has a number plate). StarterVehicles function removed from template. Known issues: Every now and then a respawning player will respawn in a new group. Reason unknown.
  12. We always start at 19:45 Swedish time, feel free to ask me for an invite to the steam group to have it translate it to your timezone. Otherwise use https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730. We are part of the local militia on Altis. We have the support of NATO (in forms of vehicles and aerial support) to get control of arms dealers and rebel forces in the region. Today we need to investigate three towns, there has been sightings of weapons and suspicious people in the area. Unless a person is armed they are considered civilian. Civilian casualties are not acceptable, we are also not to intrude on to their property unless we find a good reason to. We may take suspicious people in to custody and bring them to FOB Windstorm for questioning. Any possible weapon stashes are to be destroyed or secured. There are 13 slots available. Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  13. As always, thanks to everyone playing. I'm sorry UJ did not have the best experience due to limited respawns, I feel somewhat bad about it with the flawed editing in Cancon. There was a respawn reward after the first objective but due to my mistake editing Cancon it was so long until we were rewarded with it. Things that will tweaked for future replayability is to focus NATO forces around the areas where the vehicles are located, possibly a bit of stuff around it to make them easier to find (Objective 1 is supposed to be a <1h objective). The way it is right now it's basically a "move through all of Cancon and find shit". I will add additional intel on the map (either possible locations of NATO forces or the location of one of the vehicles). Increase the reinforcing units and slightly more presence of units between Camp Nekster and the Hideout. Add a couple of demo blocks in the listening post for forgetful/confused SL's like me so we don't need to fetch them back at the MHQ or use AT's weaponry to destroy static vehicles.
  14. bump

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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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