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Schiffe (OA/CO) Ships, Naval Mines, and Naval Objects von hcpookie (v2.1) [Addons OA]
24.01.2013 von Miller



Ships, Naval Mines, and Naval Objects von hcpookie (v2.1)

hcpookie veröffentlichte sein PBR and Patrol Boats Addon in den Bi-Foren. Das Pack enthält sechs verschiedene Patrol Boat River Boote: PBR, PBR-Transport, Patrol Boat, Assault Boat, Forschungsschiff, Minenleger sowie Seeminen, Barrikaden, Warn-Bojen und Taucher-Bojen.

Benötigt:
Operation Arrowhead

Benötigte Addons:
Keine



Zitat
PBR boats and a "typical" light patrol boat for BLUFOR, OPFOR, and IND factions. The idea is that CDF is expanding their shore and brown water patrol capability.
Intel from reliable sources suggests armies of certain tropical nations will soon adopt these for their shore patrol fleets.

v1.3 major update - Naval Mines added to this addon to facilitate the Minelayer ships. Naval mines and barricades, Research Vessel/Scuba platform, Minelayer ships, Warning and Scuba marker buoys.

This addon adds numerous naval objects and ships. New ships include six different varieties of harbor/sea boats: PBR, PBR-Transport, Patrol Boat, Assault Boat, Research Vessel, and Minelayer ships. Textures based on factions. v1.3 also adds naval mines, mined beach barricades, warning marker buoys, and scuba diver buoys.



Author:
hcpookie

Version:
2.1

Changelog:
v2.1
- NEW: Large Assault Transport Ship. Features include:
---- Transport for 24 troops
---- Scripted launch/recovery for 2 zodiacs
---- Fully animated cargo doors
---- Dual MG mounts
---- Bridge with fully animated gauges
---- Credit to Gnat - Zodiac scripts are based on his FSF scripts!
- NEW: Large Assault Transport Wreck model. Found under "Wrecks"
- NEW: Zodiac boats per faction. No longer are factions limited to "just" the CRRC and PBX!
- NEW: Boat flares (launched by driver, commander) and boat horns!
- IMPROVED: PBR gunboat armor panel improvements, PBR dual M2 MG's.
- FIX: Numerous LOD improvements for different ships.

v2.0
- NEW: SCUBA interdiction grenades: Grenades that explode underwater. As you know the Arma2 engine doesn't allow underwater grenades. I was able to achieve this by using a proxy model that invokes a script. Underwater grenades have a 5-second fuse during which time they slowly fall to the ocean floor. Grenades will drop around 15-20 feet before detonating (hard to measure exact distances underwater). NOTE: Default sound scheme is no explosion when grenade hits the water. Some sound mods alter this behavior meaning you might hear two explosions - the impact of the grenade on the surface, and the main explosion.
- NEW: SCUBA interdiction grenade launchers for Anti-Submarine Warfare (ASW). Loaded by default on the new escort patrol boats.
- NEW: SCUBA interdiction grenade launcher script - allows addition of launcher to any boat/vehicle via scripting.
- NEW: Depth Charges: Loaded on new escort patrol boats designed specifically to deploy depth charges and combat underwater threats. Can be added to any boat in the editor.
- NEW: Escort patrol boats. Armed with depth charges and SCUBA interdiction grenades.
- NEW: QuickStrike mines: Converts Mk82/83/84 series bombs to naval mines with a new fuse system. These mines have a 30-second arming delay.
- NEW: MDM Russian mines: Air-dropped mines MDM-3 (500kg) and MDM-5 (1500kg). These mines have a 30-second arming delay.
- FIX: Missing reload sounds on some guns.
- IMPROVED: Model improvements for all ships (motors, awnings, etc).
- BETA: Sailboat model (UNFINISHED!) It must use the motor to move. I have not made any wind control scripts and am unsure if this is possible? Intended mainly for display!

v1.3
- FIX: Various factions had incorrect crew members.
- FIX: Boat texture fixes and RVMAT dependencies.
- NEW: Naval Mines and Minelayer ships.
- NEW: Civilian Research Vessels with scuba diving lights, flags and buoys.

v1.2
- FIX: Patrol Boat Fire Geom LOD issue with rear gunner. Rear gunner can now be killed.

v1.1
- IMPROVED: Patrol Boat and Assault Boat Cargo capacity changed to 12. Civ still at 6.
- IMPROVED: Patrol Boat and Assault Boat distance LOD improvements (less polys).

Installation:
Zu empfehlen ist die Mod-Ordner Methode. Siehe auch Installation von Addons

Verwendung von Clan Logos:

Zitat
- Texture set uses "Camo1" hidden selection - texture # 0. The camo texture uses a modified RHIB texture, so new textures can be easily made by editing the RHIB texture. To change, add this to the unit's INIT line and point it to a new texture:

this setObjectTexture [0, "pook_pbr\data\pbr.paa"];

- Clan logos can use "clan", "clan_sign" and "clan_sign2" hidden textures... textures # 1,2. Edit them with the following:

this setObjectTexture [1, "addonfolder\clan.paa"];
this setObjectTexture [2, "addonfolder\clansign.paa"];

- Textures also available on water mines, watermine warning buoy, scuba buoy, scuba flags.





Readme:

Zitat

ADDON: Ships, Naval Mines, and Naval Objects

Version : 2.1

Release Date: 1/23/2013

http://forums.bistudio.com/showthread.php?130623-Ships-Naval-Mines-and-Naval-Objects


ReadMe contents:
- Description
- Installation
- Changelog
- Content / features / classnames
- - Texturesets
- - Mines
- - - Standard Naval mines
- - - Adjustable-height mines
- - - Air-dropped mines
- - Minefields
- - Depth Charges and Underwater (SCUBA interdiction) grenades
- - Static Beach Barricades
- - Marker Buoys
- - Ships
- - Groups
- Credits and Thanks
- Disclaimer

======================
DESCRIPTION :
======================

This addon adds numerous naval objects and ships. New harbor/sea ships with faction-based Textures.

Ships:
- Assault Ship (new in v2.1)
- Assault Ship Wreck (new in v2.1)
- Zodiac for standard factions (4-man transport version) (new in v2.1)
- PBR
- PBR-Transport
- Patrol Boat
- Assault Boat
- Research Vessel
- Minelayer ships
- Escort patrol boats (new in v2.0)
- Sailboat model (UNFINISHED BETA) Found under "Civilian > Ships". (new in v2.0)


Weapons:
- QuickStrike mines: Air-deployed water mines
- SCUBA interdiction grenades: FINALLY, a grenade that works below the water surface!
- SCUBA interdiction grenade launchers for use in ASW engagements.
- SCUBA interdiction grenade launcher script - allows addition of launcher to any boat/vehicle via scripting.
- Depth Charges
- Naval mines (medium, large, extra-large)
- Mined beach barricades

Objects:
- "Mines" Warning sign (the BIS object not listed in the default editor)
- "Mines" marker buoy (with flashing light)
- "Diver Down" marker buoy
- "Diver Alpha" marker buoy

New objects are listed in a new category under:

"Empty > Naval Mines and Barricades"



======================
INSTALLATION :
======================

Requires CO/OA 1.56 or better! (tested on CO v1.60)

Dependencies: None... this is a standalone mod.

Contents:
\@POOK\pook_pbr_readme.txt
\@POOK\POOK.bikey
\@POOK\Addons\pook_pbr.pbo
\@POOK\Addons\pook_pbr.pbo.POOK_v2.bisign
\@POOK\Addons\pook_water.pbo
\@POOK\Addons\pook_water.pbo.POOK_v2.bisign

Installation: Extract the @POOK folder into your Arma2 folder. The PBO and Sign files are in the archive. Edit your startup shortcut to include:

"-mod=@POOK;"

You may also select "POOK" in the in-game addons list.


For more information about addon folders please check BIS Wiki here:

http://community.bistudio.com/wiki/Addons#ArmA_2




==============
CHANGELOG:
==============

v2.1: 1/23/2013

NEW: Large Assault Transport Ship. Features include transport for 24 troops, scripted launch/recovery for 2 zodiacs, fully animated cargo doors, dual MG mounts, bridge with fully animated gauges. Credit to Gnat - Zodiac scripts are based on his FSF scripts!

NEW: Large Assault Transport Wreck model. Found under "Wrecks"

NEW: Zodiac boats per faction. No longer are factions limited to "just" the CRRC and PBX!

NEW: Boat flares (launched by driver, commander) and boat horns!

IMPROVED: PBR gunboat armor panel improvements, PBR dual M2 MG's.

FIX: Numerous LOD improvements for different ships.


v2.0: 11/2/2012

NEW: SCUBA interdiction grenades: Grenades that explode underwater. As you know the Arma2 engine doesn't allow underwater grenades. I was able to achieve this by using a proxy model that invokes a script. Underwater grenades have a 5-second fuse during which time they slowly fall to the ocean floor. Grenades will drop around 15-20 feet before detonating (hard to measure exact distances underwater). NOTE: Default sound scheme is no explosion when grenade hits the water. Some sound mods alter this behavior meaning you might hear two explosions - the impact of the grenade on the surface, and the main explosion.

NEW: SCUBA interdiction grenade launchers for Anti-Submarine Warfare (ASW). Loaded by default on the new escort patrol boats.

NEW: SCUBA interdiction grenade launcher script - allows addition of launcher to any boat/vehicle via scripting.

NEW: Depth Charges: Loaded on new escort patrol boats designed specifically to deploy depth charges and combat underwater threats. Can be added to any boat in the editor.

NEW: Escort patrol boats. Armed with depth charges and SCUBA interdiction grenades.

NEW: QuickStrike mines: Converts Mk82/83/84 series bombs to naval mines with a new fuse system. These mines have a 30-second arming delay.

NEW: MDM Russian mines: Air-dropped mines MDM-3 (500kg) and MDM-5 (1500kg). These mines have a 30-second arming delay.

FIX: Missing reload sounds on some guns.

IMPROVED: Model improvements for all ships (motors, awnings, etc).

BETA: Sailboat model (UNFINISHED!) It must use the motor to move. I have not made any wind control scripts and am unsure if this is possible? Intended mainly for display!


v1.3: 5/5/2012

FIX: Various factions had incorrect crew members.

FIX: Boat texture fixes and RVMAT dependencies.

NEW: Naval Mines and Minelayer ships.

NEW: Civilian Research Vessels with scuba diving lights, flags and buoys.


v1.2: 4/2/2012

FIX: Patrol Boat Fire Geom LOD issue with rear gunner. Rear gunner can now be killed.


v1.1: 2/12/2012

IMPROVED: Patrol Boat and Assault Boat Cargo capacity changed to 12. Civ still at 6.

IMPROVED: Patrol Boat and Assault Boat distance LOD improvements (less polys).


v1.0: 2/10/2012 - Initial Release



==============================
CONTENT/FEATURES/CLASSNAMES:
==============================

- Texture set uses "Camo1" hidden selection - texture # 0. The camo texture uses a modified RHIB texture, so new textures can be easily made by editing the RHIB texture.

To change, add this to the unit's INIT line and point it to a new texture:

this setObjectTexture [0, "pook_pbr\data\pbr.paa"];

for clear "empty" textures:

this setObjectTexture [1, "pook_pbr\data\clear_empty1.paa"];
this setObjectTexture [2, "pook_pbr\data\clear_empty.paa"];


- Clan logos can use "clan", "clan_sign" and "clan_sign2" hidden textures... textures # 1,2. Edit them with the following:

this setObjectTexture [1, "addonfolder\clan.paa"];
this setObjectTexture [2, "addonfolder\clansign.paa"];

- Textures are available on all ships, water mines, watermine warning buoy, scuba buoy, and scuba flags.



----------------------------------------
----------------------------------------
Mines
----------------------------------------
----------------------------------------

The mines are activated by a trigger attached to the mine "vehicle" at INIT. The trigger has a 120 second arming delay (to prevent damage to a minelayer operation). Medium mine trigger area = 6x6. Large mine trigger area = 9x9. Mines are activated by SHIP objects AND by amphibious (LANDVEHICLE) vehicles. The AI will see the mines but won't try to avoid them, therefore they are a threat to AI!


--------------------
Standard Naval mines:
--------------------

These mines are submerged approximately 1 meter below the water surface and bobs with the waves:

pook_watermine // medium mine
pook_watermine_large // large mine

--------------------
Adjustable-height mines:
--------------------

These mines are adjustable via animation and intended to be used for deeper deployments (like subs) or higher to stick out above the water surface to simulate floating on the surface. The animated height range is about 5 meters up/down:

pook_watermine_low // medium mine (moored) >> Adjustable height
pook_watermine_large_low // large mine (moored) >> Adjustable height

To adjust the height: set the animation "mine" in the mine's INIT with the following:
this animate ["mine",0.5];


--------------------
Air-dropped mines:
--------------------

Air-dropped mines dropped by aircraft. All air-dropped mines have a 30 second arming delay! Upon impact they will bob under the surface just like other mines.

Default BIS aircraft now have an "ASW" model in the editor armed with deployable mines for ASW sortie missions.


- Weapons and Magazines:

- QuickStrike Mk62 / Mk63 / Mk64 Mines: Based on Mk82/Mk83/Mk84 bombs respectively.

pook_QS_BombLauncher -
pook_2Rnd_QS62
pook_4Rnd_QS62
pook_2Rnd_QS63
pook_4Rnd_QS63
pook_2Rnd_QS64
pook_4Rnd_QS64

pook_QS_BombLauncher_6 -
pook_6Rnd_QS62
pook_6Rnd_QS63
pook_6Rnd_QS64
pook_2Rnd_QS62
pook_4Rnd_QS62
pook_2Rnd_QS63
pook_4Rnd_QS63
pook_2Rnd_QS64
pook_4Rnd_QS64

- MDM-3 and MDM-5 Mines: Similar to FAB-500 and FAB-1500 bombs in size (500kg and 1500kg explosive charges!)

pook_MDM_BombLauncher -
pook_2Rnd_MDM3
pook_4Rnd_MDM3
pook_2Rnd_MDM5
pook_4Rnd_MDM5

pook_MDM_BombLauncher_6 -
pook_6Rnd_MDM3
pook_6Rnd_MDM5
pook_2Rnd_MDM3
pook_2Rnd_MDM5
pook_4Rnd_MDM3
pook_4Rnd_MDM5


- After launch, these behave like the other naval mines and spawn "vehicle" mines at their location. These "vehicle" mines are the actual explosive mines with the attached trigger. The triggers on these air-launched mines will arm in 30 seconds! (arming for the standard naval mines is 120 seconds):

pook_watermine_QS_MK62
pook_watermine_QS_MK63
pook_watermine_QS_MK64
pook_watermine_MDM_3
pook_watermine_MDM_5



----------------------------------------
----------------------------------------
Minefields
----------------------------------------
----------------------------------------

Minefields! Available in the editor under the Naval Mines and Barricades section. The minefield "center" will launch a script on INIT to spawn the rest of the mines in the field. This can obviously be scripted by spawning a minefield center in a mission.

Minefields are approximately 100 meters in diameter. There are 2 configurations: "standard" unmarked minefield, and "marked" minefield that has marker buoys around the minefield area.

Marked minefield buoys are anchored in place to prevent bumping them into the minefield area (since they are based on buoys and can move if bumped).

Minefield Center "vehicles":

pook_watermine_minefield1_center // Unmarked Minefield
pook_watermine_minefield2_center // Marked Minefield



----------------------------------------
----------------------------------------
Depth Charges and Underwater (SCUBA interdiction) grenades
----------------------------------------
----------------------------------------

Underwater charges are accomplished via scripting associated with the new grenades' spawn.

The new Escort ships (in v2.0) are armed with Depth Charges and grenades. Both are activated via the crew's Action menu and use scripts to launch the charges.

Shortcut keys:
Depth Charge: GetOver ("V" key on default US keyboard)
SCUBA Grenades: ReloadMagazine ("R" key on default US keyboard)



----------------------------------------
----------------------------------------
Static Beach Barricades
----------------------------------------
----------------------------------------

The barricades are identical to the existing ones (hedgehog, dragon teeth, and large dragon teeth) with the addition of the mine trigger. They should make beach landings quite interesting! :)

pook_minebarricade // mined hedgehog
pook_minebarricade_concrete // mined dragon teeth
pook_minebarricade_concrete_large // mined large dragon teeth
pook_BIS_SignM_Mines // BIS mine warning sign



----------------------------------------
----------------------------------------
Marker Buoys
----------------------------------------
----------------------------------------

pook_watermine_marker_buoy // warning buoy with flashing light
pook_diver_alpha_buoy // Scuba diver buoy with International Alpha flag
pook_diver_down_buoy // Scuba diver buoy with Diver Down flag



----------------------------------------
----------------------------------------
Ships:
----------------------------------------
----------------------------------------

----------
PBR:
----------
CDF-modified PBR armed with M2 front, AGS30 rear, and M240 midship.
- Cargo capacity 2
- Factions: CDF, CDF-Independent, NAPA, CHDKZ.

pook_PBR_GUNBOAT // CDF-West
pook_PBR_GUNBOAT_CDF_IND // CDF-Independent
pook_PBR_GUNBOAT_GUE // NAPA-Independent
pook_PBR_GUNBOAT_INS // CHDKZ-East

-----------------
PBR-Transport:
-----------------
CDF PBR modified for transport, armed with M2 front only.
- Cargo capacity 6
- Factions: CDF, CDF-Independent, UNO, NAPA, PMC, PMC-West (BAF).

pook_PBR_M2 // CDF-West
pook_PBR_CDF_IND // CDF-Independent
pook_PBR_GUE // NAPA-Independent
pook_PBR_UNO // UNO-Independent
pook_PBR_PMC // PMC-Independent
pook_PBR_PMCWEST // PMC-West (BAF)

-----------------
Patrol Boat:
-----------------
Fast boat armed with front DSHK, rear M240. Driver controlled police light.
- Cargo capacity 12
- Factions: RUS, CDF, CDF-Independent, PMC, PMC-West (BAF), UNO, TAK

pook_PATROL_BOAT_RUS // RUS-East
pook_PATROL_BOAT_CDF // CDF-West
pook_PATROL_BOAT_PMC // PMC-Independent
pook_PATROL_BOAT_PMCWEST // PMC-West (BAF)
pook_PATROL_BOAT_CDF_IND // CDF-Independent
pook_PATROL_BOAT_UNO // UNO-Independent
pook_PATROL_BOAT_TAK // TAK-East
pook_PATROL_BOAT_INS // CHDKZ-East
pook_PATROL_BOAT_GUE // NAPA-Independent
pook_PATROL_BOAT_TKGUE // TAK Locals - Independent
pook_PATROL_BOAT_TKINS // TAK Insugents - East

-----------------
Civilian Patrol Boat:
-----------------
Civ patrol boat with front spot light. Driver controlled police light.
- Cargo capacity 6

pook_PATROL_BOAT_CIV // CIV- Chernarusan Police w/ searchlight
pook_PATROL_BOAT_TK_CIV // TK_CIV - TAK Civilian
pook_PATROL_BOAT_TK_CIV_EURO // BIS_CIV_special - Euro Civilian
pook_PATROL_BOAT_CIV_RUS // CIV_RU - Russian Civilian

-----------------
Assault Boat:
-----------------
Fast boat refitted by certain "insurgent" factions for water and pirate operations. Armed with dual-mounted DSHK front, rear AGS30.
- Cargo capacity 12
- Front turret spotlight
- Available only to certain "insurgent" factions: NAPA, CHDKZ, Takistani Locals, Takistani Militia.

pook_ASSAULT_BOAT_GUE // NAPA - Independent
pook_ASSAULT_BOAT_INS // CHDKZ - East
pook_ASSAULT_BOAT_TKINS // TAK Insurgents - East
pook_ASSAULT_BOAT_TKGUE // TAK Locals - Independent

-----------------
Research Vessel:
-----------------
Unarmed vessel with diving lights and deployable scuba flag/buoy.
- Cargo capacity 6
- Flags and Buoys deployable by Driver and Commander

pook_RESEARCH_BOAT // CIV - Chernarus CIV
pook_RESEARCH_BOAT_TK_CIV // TK_CIV - TAK Civilian
pook_RESEARCH_BOAT_TK_CIV_EURO // BIS_CIV_special - Euro Civilian
pook_RESEARCH_BOAT_CIV_RU // CIV_RU - Russian Civilian

-----------------
Minelayer (medium mines):
-----------------
Minelayer fitted with 8 deployable medium mines. Mines deployable via action menu by driver or commander. Vehicle must be moving less than 6 kph to deploy mine.
- Cargo capacity 10
- Front DSHK

pook_MINELAYER_RUS // RUS-East
pook_MINELAYER_CDF // CDF-West
pook_MINELAYER_CDF_IND // CDF-Independent
pook_MINELAYER_GUE // NAPA-Independent
pook_MINELAYER_INS // CHDKZ-East
pook_MINELAYER_TKGUE // TAK Locals - Independent
pook_MINELAYER_TKINS // TAK Insugents - East
pook_MINELAYER_TAK // TAK-East

-----------------
Minelayer (large mines):
-----------------
Minelayer fitted with 4 deployable large mines. Mines deployable via action menu by driver or commander. Vehicle must be moving less than 6 kph to deploy mine.
- Cargo capacity 10
- Front DSHK

pook_MINELAYER_LG_RUS // RUS-East
pook_MINELAYER_LG_CDF // CDF-West
pook_MINELAYER_LG_CDF_IND // CDF-Independent
pook_MINELAYER_LG_GUE // NAPA-Independent
pook_MINELAYER_LG_INS // CHDKZ-East
pook_MINELAYER_LG_TKGUE // TAK Locals - Independent
pook_MINELAYER_LG_TKINS // TAK Insugents - East
pook_MINELAYER_LG_TAK // TAK-East

-----------------
Patrol Escort (depth charges):
-----------------
Convoy escort ship fitted with depth charges and ASW Mortar. Weapons are deployable via action menu by driver or commander.
- Cargo capacity 10
- Front DSHK

pook_ESCORT_RUS // RUS-East
pook_ESCORT_CDF // CDF-West
pook_ESCORT_CDF_IND // CDF-Independent
pook_ESCORT_GUE // NAPA-Independent
pook_ESCORT_INS // CHDKZ-East
pook_ESCORT_TKGUE // TAK Locals - Independent
pook_ESCORT_TKINS // TAK Insugents - East
pook_ESCORT_TAK // TAK-East
pook_ESCORT_PMC // PMC-Independent
pook_ESCORT_PMCWEST // PMC-West
pook_ESCORT_UNO // UNO-Independent


-----------------
Large Assault Ship
-----------------
Large capacity cargo transport.
- 24 cargo capacity
- Dockable Zodiacs x2... Credit to Gnat - Zodiac scripts are based on his FSF scripts!
- Animated cargo doors
- 2x DSHK or 2x M2, depending on faction

pook_ASSAULT_SHIP_RU // RUS - East
pook_ASSAULT_SHIP_TAK // TAK - East
pook_ASSAULT_SHIP_INS // ChDKZ - East
pook_ASSAULT_SHIP_CDF // CDF - West
pook_ASSAULT_SHIP_ACR // ACR - West
pook_ASSAULT_SHIP_BAF // BAF - West
pook_ASSAULT_SHIP_GUE // NAPA - Independent
pook_ASSAULT_SHIP_CDF_IND // CDF - Independent


pook_assault_ship_wreck // Wreck model (found under "Wrecks")


----------------
Zodiacs (for each faction)
----------------
Uses default BIS model. Created for all factions.

pook_Zodiac_CDF // CDF - West
pook_Zodiac_GER // KSK - West
pook_Zodiac_BAF // BAF - West
pook_Zodiac_ACR // ACR - West
pook_Zodiac_RUS // RUS Spetsnaz - East
pook_Zodiac_TAK // TAK - East
pook_Zodiac_INS // ChDKZ - East
pook_Zodiac_TK_INS // TK Insurgents - East
pook_Zodiac_GUE // NAPA - Independent
pook_Zodiac_CDF_IND // CDF - Independent
pook_Zodiac_TKGUE // TAK Guerilla - Independent
pook_Zodiac_PMC // PMC - Independent





----------------------------------------
----------------------------------------
Groups:
----------------------------------------
----------------------------------------


Patrol Groups

pook_SHIP_CDF_Patrol // CDF-West
pook_SHIP_PMCWEST_Patrol // PMC-West
pook_SHIP_RUS_Patrol // RUS-East
pook_SHIP_INS_Patrol // CHDKZ-East
pook_SHIP_TAK_Patrol // TAK-East
pook_SHIP_TK_INS_Patrol // TAK Insugents - East
pook_SHIP_GUE_Patrol // NAPA-Independent
pook_SHIP_TK_GUE_Patrol // TAK Locals - Independent
pook_SHIP_UNO_Patrol // UNO-Independent
pook_SHIP_CDF_IND_Patrol // CDF-Independent
pook_SHIP_PMC_Patrol // PMC-Independent
pook_SHIP_CIV_Patrol // Chernarus-CIV
pook_SHIP_CIV_TK_Patrol // Takistani-CIV
pook_SHIP_CIV_TK_EURO_Patrol // Euro-CIV
pook_SHIP_CIV_RUS_Patrol // Russian-CIV



Assault Groups

pook_SHIP_CDF_Assault // CDF-West
pook_SHIP_PMCWEST_Assault // PMC-West
pook_SHIP_RUS_Assault // RUS-East (Spetznaz)
pook_SHIP_RUS_MVD_Assault // RUS-East (MVD)
pook_SHIP_INS_Assault // CHDKZ-East
pook_SHIP_TAK_Assault // TAK-East
pook_SHIP_TK_INS_Assault // TAK Insugents - East
pook_SHIP_GUE_Assault // NAPA-Independent
pook_SHIP_TK_GUE_Assault // TAK Locals - Independent
pook_SHIP_CDF_IND_Assault // CDF-Independent


PBR Groups

pook_SHIP_CDF_PBR_Patrol // CDF-West
pook_SHIP_PMCWEST_PBR_Patrol // PMC-West
pook_SHIP_INS_PBR // CHDKZ-East
pook_SHIP_GUE_PBR_Patrol // NAPA-Independent
pook_SHIP_UNO_PBR_Patrol // UNO-Independent
pook_SHIP_CDF_IND_PBR_Patrol // CDF-Independent


PBR Escort Groups

pook_SHIP_CDF_PBR_Escort // CDF-West
pook_SHIP_PMCWEST_PBR_Escort // PMC-West
pook_SHIP_GUE_PBR_Escort // NAPA-Independent
pook_SHIP_CDF_IND_PBR_Escort // CDF-Independent
pook_SHIP_PMC_PBR_Escort // PMC-Independent


Minelayer Groups

pook_SHIP_CDF_Minelayer // CDF-West
pook_SHIP_RUS_Minelayer // RUS-East
pook_SHIP_INS_Minelayer // CHDKZ-East
pook_SHIP_TAK_Minelayer // TAK-East
pook_SHIP_TK_INS_Minelayer // TAK Insugents - East
pook_SHIP_GUE_Minelayer // NAPA-Independent
pook_SHIP_TK_GUE_Minelayer // TAK Locals - Independent
pook_SHIP_CDF_IND_Minelayer // CDF-Independent


Patrol Escort ASW Groups

pook_SHIP_CDF_ASW_Patrol // CDF-West
pook_SHIP_PMCWEST_ASW_Patrol // PMC-West
pook_SHIP_RUS_ASW_Patrol // RUS-East
pook_SHIP_INS_ASW_Patrol // CHDKZ-East
pook_SHIP_TAK_ASW_Patrol // TAK-East
pook_SHIP_TK_INS_ASW_Patrol // TAK Insugents - East
pook_SHIP_GUE_ASW_Patrol // NAPA-Independent
pook_SHIP_TK_GUE_ASW_Patrol // TAK Locals - Independent
pook_SHIP_UNO_ASW_Patrol // UNO-Independent
pook_SHIP_CDF_IND_ASW_Patrol // CDF-Independent
pook_SHIP_PMC_ASW_Patrol // PMC-Independent


Research Teams
pook_SHIP_CIV_Research // Chernarus-CIV
pook_SHIP_CIV_TK_Research // Takistani-CIV
pook_SHIP_CIV_TK_EURO_Research // Euro-CIV
pook_SHIP_CIV_RUS_Research // Russian-CIV





======================
CREDITS AND THANKS :
======================

Thanks to BIS for the Armaverse!

Credit to Gnat for the FSF scripts (Zodiac scripts based on his FSF scripts)

Mod by hcpookie - e-mail: hcpookie@hotmail.com




======================
DISCLAIMER :
======================

Models based on Arma1 sample models. This mod is ONLY for use with BIS games! You are free to do anything you wish with it so long as it is for a BIS game and in accordance with the BIS EULA!





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