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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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Everything posted by NeKoArroW

  1. Eeep! A guzzen video, not too common The audio from players sounds a bit weird tho imo.
  2. So I thought of making a post of this ages ago but now when I'm fairly bored I guess I'll get to it. I've also heard alot of people use it so I might aswell put a list of things you can do on it. This is for the map currently named CO@108 Three Crowns Training Ground. General Things: There are Fast Travel Flags at all outposts and Staging Posts. From Windstorm you can travel to all outposts but all outposts goes back to Windstorm. Some outposts have course specific fast travel flags. Respawn Points at each outpost and Staging Post. Spawning Stuff: All F.O.B's, outposts and staging posts are generally empty, this is to lower the amount of performance neccessary to run the map. The object load on this map is huge if all of it is spawned, Staging Point Eternity taking the lead with about 800 objects total. Move to an area and spawn objects, vehicles, munitions. Then once you're leaving that area, for the sake of performance, despawn stuff again. In the vicinity of the Fast Travel flag there should be a laptop where you can spawn in stuff for this general zone (Remember to despawn them when you're done with them). Objects (Walls, sandbags, H-barriers, structures and the like). Munitions (Ammo boxes) Vehicles (All vehicles preset in this area, markers on the map that imply motorized, recon, armor etc). Zeus: All squad leaders, team leaders, echo 1 and admin can access Zeus. F.O.B Windstorm: Eastern room of the Terminal, behind the Fast Travel flag: Resupply boxes of all types. Weather Station. Change time of day, cloud coverage, rain, fog, lightning. There are some prerequisites tho. For rain, cloud coverage atleast 0.7, (I've had some issues with the rain command tho, not always working) and Lightning requires cloud coverage of 1). Quadbike, it respawns at this position after 1min if moved and abandoned or destroyed. (Generally used for travelling to helicopters) South East corner of Terminal: Some ghetto NeKo MHQ's (Hunter(MHQ1) + HEMTT(MHQ2)) that you can teleport to using the fast travel flag at Windstorm. The shiny GOL MHQ standing next to the flag used to teleport to that specific MHQ. Airfield: Mobile Service Stations (2 of them). Service Station for land vehicles and another for helicopters. Flying MHQ's are placed along the runway, A GhostHawk (MHQ3) and a Merlin(MHQ4). There's a tent with a table and a laptop where you can activate some flight practice actions and spawn hostiles. Details: Spawn hostile MRAPs, LAV's, AA tanks or Planes in the AA zone (nortwestern part of Altis) randomly placed on 10 different places. (You can spawn several at a time). Damage/destroy tail rotor randomly within 2min, destroy engine randomly within 2min. If you land safely, you can repair the helicopter. Planes: There's a fast travel flag to and from this section of the airfield. You can find a service station and planes here. Planes are spawned in on a seperate laptop found at Windstorm. Urban Combat Course: There's no fast travel flag here, bring an MHQ. Northeast of F.O.B Windstorm is Telos, well known among 1-2 veterans, where you can spawn in enemy units in the town and your goal is go along the road (following directions) and fight any enemies you find along the way. This is to practice fighting along roads without clearing compounds. To spawn the enemies, you will find a laptop near the start of the route through the town. Notes: You can also spawn in some civilian vehicles on the Terminals parking lot. F.O.B Cluster: Grenade Course (inside compound). Obstacle Course. A service station for Air and Land vehicles. Firing Range (Marksman qualification). Bursts Range. Shooting Range (NW of the base, here you get popup targets in a building you can fire at. Part of the idea is to be in sidestep + leaning by the gate of the compound, laptop is to the side of it). Pistol Draw (Here you can practice drawing the pistol when running out of ammo on your gun(instead of reloading). The drill will start as a typical firing range, shoot popups. Sometime during the drill your gun will be emptied of ammo and you have to draw the gun to finish of the last targets). F.O.B Almyra:. A service station for Air and Land vehicles Here you can find the reflex/weapon sway courses (go to the center, start drill, stay in the middle and wait for audio, turn towards it and fire one round towards the target. 40 targets will pop up). The CQB Courses (You can spawn static enemies inside the compound using the laptop next to the course, they'll be randomly placed among predetermined locations). Typical Arma 3 buildings where you can practice breaching. A static weapon firing range. (You can spawn targets (I think there's 50 of 'em) that will come running straight at you from the west, put that HMG together and gun them down) AT Course (Box nearby with AT's, if it's empty let me know. You can spawn vehicles and also moving targets using the laptop near the box). Notes: You can also activate flight practice actions at the laptop closest to the flag. F.O.B Ocelot: A service station aimed at land vehicles. AG / AR Guiding/Spotting range. (Spotter starts the course using the laptop, he will get an audio effect and a hint for bearing and range (can be turned off), guide the AR to that position and down the target). To the NorthWest there is a laptop where you can spawn in a wave of (can't remember, 50-100) units you can use for target practice. They will not engage you. They will despawn if they get to you. Mine Course (This place is somewhat abandoned to be honest, some things might still work but some might not, it was never finished). Outpost Dusty (Old Airfield): This is a forward post for the AA Zone. You will mainly find some helicopters here and a Service Station. Notes: You can also activate flight practice actions at the laptop inside the white storage building. Staging Point Woody: A place to practice forest combat, there are 3 seperate courses (but start of blue and red are a team effort along the road) Start the courses by the tent. As you move along the paths AI will ambush you. Keep sectors up and use whatever cover is available. Once threat is neutralized, move on along the paths. Once you reach the end there should be an MRAP somewhere within your field of view, call it out and have the rifleman give it a shot. Staging Point Penumbra: This is supposed to be a bit of a vehicle patrol training. Scenario is that you're in a danger zone and chances of being ambushed are high. Other threats might also be present (mines, car bombs, road blocks). Take a vehicle, or more, select a course, move along chosen path. At the end is a flag to teleport back to Penumbra. Despawn objects at Penumbra and Spawn them again to reset vehicles and obstacles on the patrol route. Notes: This has not been touched in ages, it works but how the AI behaves and if it is balanced is doubtful. Feel free to try it and give some feedback. Make sure to "Prepare Courses" before you run it. Staging Point Predator: This is pretty much a lulz field, if you wanna team up with someone to have a Tank / APC / LAV battle, this is the place. Tips is to stay inside the blue box, have the "winner" on the North West side of the red line and reinserting teams come in from the South East. Tho feel free to make up your own rules. Spawning vehicles here is a bit different, you can spawn 3 sets of vehicles, all sets are the same but you can select a different faction for each meaning you will have all Armored vehicles available to you. There is also a service station available. Staging Point Eternity: Here you'll find the Vehicle Obstacle course, try driving along the marked route (blue) over obstacles and through narrow pathways with different vehicles available to you. They all have different capabilities when it comes to rough terrain. You can also spawn targets(Footmobiles and Vehicles) for the gunners to fire at. To spawn targets, move to the laptop slightly to the South West along the road. Two repair stations at the end of the obstacle course, to the right. Buddy Team Bounding Drill. Here you can practice pushing up (imagine alleys or similar) from cover to cover, staying within shout range to avoid coms chatter, one guy supress the target while the second moves. Perform short leaps, communicate (crossing line of fire, when you need to reload, don't stop having rounds flying at the target!) and once you get to the end, a bunch of popup targets will show up ~50m off ahead of you. Take them down and you're done on that course. There are 5 courses available, A,B,C,D,E. Prepare the courses by walking to the laptop to the NorthEast, along the road. There will be resupply boxes there too. Staging Point Kalithea: Here you can practice boat assaults. You can spawn in enemy targets on the North side of Kalithea Bay and then take your armed boats to do a proper beach assault, blast the vehicles before they can open fire at you and take out as many targets as you can, then clean out the compounds on the other side. You can prepare the enemies by spawning vehicles and units by the laptop next to the building. NEXT UPDATE: Currently known Issues/Bugs: Additions: Changes: Tweaks: FUTURE UPDATE: Plans: Remake Courses that spawns AI to the new function which will spawn them on HC if present. Finish the Mine Course. (Make sure things work, tweak and add Car Bombs). Requests:
  3. 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).
  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, JSR
  5. 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
  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. 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.
  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. 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
  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. 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
  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. 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
  11. 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
  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. 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.
  14. 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
  15. 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.
  16. Mission ALWAYS starts at 19:45 / 7:45pm Swedish time. Use World Time Buddy to find out what time that would be for you. Enter your country/region in the white box to add your timezone to the list.https://www.worldtimebuddy.com/?pl=1&lid=2673730,2643743&h=2673730 We are part of a rebel group who are resisting NATO's presence on Malden. Today we are going to create havoc by assaulting the town of Cancon which has a high NATO presence. While we are there, we will disable their vehicles aswell. This should hopefully draw NATO's attention to Cancon which allows us to regroup with friendlies who are currently looking for a new hideout. There are 13 slots available. Limited respawns are present, avoid getting killed! Required mods: CBA, TFAR Allowed mods: Blastcore, STHUD, JSRS
  17. 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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