Add lost items in Arma3 like the big Tanoa Airport Hanger

Adding the Tanoa Big Hangar

How to simply add the Tanoa Big Hanger in Arma3 Eden Editor

No need for mods.

Step 1. Simply open the debug console.

Step 2. Paste code below into the debug console in the editor to spawn the big hanger.

create3DENEntity
[
“Object”,
“Land_Airport_02_hangar_left_F”,
screenToWorld [0.5,0.5]
];

create3DENEntity
[
“Object”,
“Land_Airport_02_hangar_right_F”,
screenToWorld [0.5,0.5]
];

Step 3. After you do that, just save the two pieces as a composite so it’s easy to access and place in the future.

ant.png

Wasteland Server Name: MSOF RULE THE WASTELAND $20,000 Dollar Starts
Additional  info can be found here

MSOF Rule The Wasteland Server
Direct connect to the server is: 68.203.6.236:2302
http://marinesof.com/

Spawn an enemy jet to patrol an AO in Arma 3

This spawns the jet in the air at an airfield and it will move to a marker named mkr1 and patrol this area.  Put this script into the initServer.sqf and this will work in your mission.

Create empty marker on map name it: mkr1

This simple script will spawn a jet to patrol an AO and attack any enemy vehicle or helicopter it sees.

// Spawn a CAS jet to patrol the AO.
 
#define PLANE_TYPE "rhs_l159_CDF","rhs_l39_cdf","rhs_mig29s_vmf","RHS_Su25SM_vvsc","RHS_T50_vvs_generic","RHS_T50_vvs_generic_ext","RHS_T50_vvs_blueonblue"
 
_plane = createVehicle [([PLANE_TYPE] call BIS_fnc_selectRandom), [0,0,0], [], 0, "FLY"];
 
_plane addEventHandler ["Fired",{
	(_this select 0) setVehicleAmmo 1
}];
 
_pilotguy = [[0,0,0], EAST, ["rhs_pilot"],[],[],[],[],[],232] call BIS_fnc_spawnGroup;
 
((units _pilotguy) select 0) moveInDriver _plane;
 
_wpcas = _pilotguy addWaypoint [getmarkerPos "aoMarker", 4500];
_wpcas setWaypointType "LOITER";
_wpcas setWaypointLoiterRadius 4500;
_wpcas setWaypointLoiterType "CIRCLE_L";
_wpcas setWaypointBehaviour "AWARE";
_wpcas setWaypointCombatMode "RED";

ant.png

Wasteland Server Name: MSOF RULE THE WASTELAND $20,000 Dollar Starts
Additional  info can be found here

MSOF Rule The Wasteland Server
Direct connect to the server is: 68.203.6.236:2302
http://marinesof.com/

Defining global variables in Arma 3 scripting

Defining a global variable in Arma 3 is simple… use this one is for defining the max radius of a battle zone.

Declare it at the initial phase of your mission scripting like this.

missionNamespace setVariable ['PARAMS_AOSize',1000,FALSE]; // Radius of main AO.

Then it may be used where ever the value is required for a script.

_randomPos = [Loc, 0, PARAMS_AOSize, 5, 0, 0.4, 0, [], Loc] call BIS_fnc_findSafePos;

This means that you do not need to type a value over and over again, that would be a pain if it needed to be changed, this allows the user to define it once and then have the variable everywhere else.

Just like this example, I am using the variable to define the size of an area to search for a position.

_grp1 = createGroup east;
private _CarAmount = 1;
for "_i" from 1 to 3 do {
	private ["_car", "_turret"];
	_randomPos = [Loc, 0, PARAMS_AOSize, 5, 0, 0.4, 0, [], Loc] call BIS_fnc_findSafePos;
	_vehicleType = selectRandom ["LOP_BH_Landrover_M2","LOP_BH_Landrover_SPG9",
"LOP_BH_Nissan_PKM", "LOP_BH_Offroad_M2","rhsgref_ins_uaz_spg9",
"rhsgref_ins_uaz_dshkm","rhsgref_ins_uaz_ags",
"rhs_tigr_sts_3camo_msv","O_Truck_03_transport_F"];
 
	_grp1 = createGroup east;
	switch (_vehicleType) do {
		case "rhs_kamaz5350_flatbed_msv": {
			_turretType = selectRandom ["rhs_KORD_high_MSV",
"rhsgref_ins_DSHKM","rhsgref_ins_SPG9M", 
"rhsgref_ins_Igla_AA_pod","rhs_Kornet_9M133_2_vdv"];
			_car = createVehicle [_vehicleType, _randomPos, [], 5, "NONE"];
			_turret = createVehicle [_turretType, _randomPos, [], 5, "NONE"];
			_car setDir 0;
			_turret attachTo [_car,[0,-3.4,0.6]];
			_turret setDir 180;
			createvehiclecrew _car;
			(crew _car) join _grp1;
			createvehiclecrew _turret;
			(crew _turret) join _grp1;
			_turret lock 3;
			_turret allowCrewInImmobile true;
		};
		default {
			_car = createVehicle [_vehicleType, _randomPos, [], 5, "NONE"];
			createvehiclecrew _car;
			(crew _car) join _grp1;
		};
	};
	_grp1 setGroupIdGlobal [format ['AO-MRAP/Car-%1', _CarAmount]];
	_CarAmount = _CarAmount + 1;
	_car lock 3;
	_car allowCrewInImmobile true;
	[_grp1, Loc, 600] call BIS_fnc_taskPatrol;
	sleep 0.621;
};

This is a better way to program an Arma 3 mission than just having the numbers everywhere. And if a certain value is changed by a script,
you can use a variable to store the old value if you need to change it back later with setVariable.

Like this, getting the number plate of a vehicle in Arma 3, and storing the value in a variable.

missionNamespace setVariable ['LicensePlate',getPlateNumber (_this select 2),FALSE];

Then setting it back after we are done with the vehicle.

(_this select 2) setPlateNumber LicensePlate;

This is a very powerful part of scripting in Arma 3. This allows communicating values from one script to another. A script variable that starts with an underscore like this: _car is only visible in the script using it. But a variable without this is always visible.

One last trick, get the player`s height above sea level.

cuttext format[" Your current height: %1",(getPosASL player) select 2];

Arma3 Spawn On Squad Leader and Rally Point Spawn Script

Spawn On Squad Leader

Here is the code for creating a spawn point which will update its location frequently to the position of the squad leader, for a spawn on squad leader like mechanic.

Code Scenario 1

  1. Create Player and in the variable name field of the player name the payer: squadlead
  2. Create a standard spawn point marker with variable name: respawn_west
  3.  in mission multiplayer setting change respawn type to:  respawn on custom position with a 10 sec delay

In your mission folder create init.sqf or copy the code below into your init.sqf.

INIT.SQF:

execVM “respawnmkr.sqf”;

Create a respawn.sqf file and paste the code in that file into your mission folder as well

RESPAWNMKR.SQF:

while {true} do { “respawn_west” setmarkerpos getpos squadlead; sleep 30; };

Create A Rally Point

Then in the second line of code shown below is a stand alone script that creates a rally point system where the squad leader has an action option to move the spawn point to their current location when they please.

To create a moving rally point on your squad leader simple paste the code below into the squadlead players init field. Please note you do not the respawn.sqf or the init code shown above so delete that.

SQUAD LEAD INIT:

this addAction [“Set Rally”, { “respawn_west” setmarkerpos getpos squadlead }];

 

Sector Control PVP Ihantala

Three teams fight to rule Ihantala

Super Fun PVP Winter Sector Control Map

This is a sector control mission taking place in the middle of winter in Ihantala with emphasize on PVP and combined arms game play.

This mission creates a chaotic battlefield where you as a soldier can take on different roles and try to tip the margins in your favor.

There are 4 player slots on each side so you can play this PVP but PVE works great too.


FACTION STATS

On the right side of the screen you will see

T0 0% 500

repeated three times in blue, red, green representing the stats for each faction.

T0 = Tier 0 (higher tier gives the faction access to heavier vehicles)

0% = progress towards next tier (based on number of kills)

500 = manpower (deminished with losses. Losing player retrieved vehicles gives extra penalty)


MANPOWER

Manpower is lost when you lose soldiers and manpower is generated at held sectors. Manpower can be collected at sectors and brough back to HQ to increase the factions manpower.

A sector will produce manpower only when held by a faction.

If a faction without players captures a sector from a faction with players that manpower will be removed from that sector and added to the capturing faction´s manpower.

If a faction with players captures a sector the manpower will remain in the sector and have to be brought back to HQ manually.

A sector with players close to center will produce manpower faster.


HQ

Your start base consists of an ammobox, ammo container, repair container and a medical container, spawn point for a heli and for a vehicle.

Players can get helicopters, vehicles and infantry at the ammobox. Which vehicles and helicopters depend on the Tier.

Manpower can be submitted to the faction manpower at the HQ ammobox


TRANSPORT

Players can order vehicle or helicopter transport from anywhere on the map. There is a small time penalty between each time a transport can be ordered. This will be longer if the transport is destroyed and cannot return to HQ.

TIP: You can put manpower and (wounded) squad members in the transport and send it back to HQ. The squad members will then be removed without penalty and the manpower added to the faction manpower.


RANK

You will get a rank based on number of kills since last death, this rank will make your teammates have a higher skill and players with higher rank will increase manpower generation a bit more per level of rank if near sector center.


SECTORS

Sectors can be captured when a faction is holding the center of a sector and no enemies are within the sector area.

Players can collect manpower from sectors and get infantry at the ammobox located in the center of the sector.

Defense will spawn in a sector once it is captured.


END GAME

Win Condition

You win when all enemy sides have 0 in manpower and no players alive.

Lose condition

You lose when your faction´s manpower is 0 and you die (no respawn possible)


The base list of ARMA3 mods required to play can be found below

RHSUSAF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843577117
RHSAFRF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843425103
RHSGREF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843593391
CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997
CUP Terrains – Core Steam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184
Ihantala Winter Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1494127420
WarFX only Blast Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1105511475
Virtual Projectile Sound Reality Steam http://steamcommunity.com/sharedfiles/filedetails/?id=782846058
JSRS SOUNDMOD Steam http://steamcommunity.com/sharedfiles/filedetails/?id=861133494
Blastcore Edited (standalone version) Steam http://steamcommunity.com/sharedfiles/filedetails/?id=767380317


Created by Arma 3 Launcher by Bohemia Interactive.

No Hack mods allowed! You will be banned!

Sector Control PVP Stratis

Three teams fight to rule Stratis

Super Fun PVP Stratis Sector Control Map

This is a sector control mission taking place on Stratis with emphasize on PVP and combined arms game play.

This mission creates a chaotic battlefield where you as a soldier can take on different roles and try to tip the margins in your favor.

There are 4 player slots on each side so you can play this PVP but PVE works great too.


FACTION STATS

On the right side of the screen you will see

T0 0% 500

repeated three times in blue, red, green representing the stats for each faction.

T0 = Tier 0 (higher tier gives the faction access to heavier vehicles)

0% = progress towards next tier (based on number of kills)

500 = manpower (deminished with losses. Losing player retrieved vehicles gives extra penalty)


MANPOWER

Manpower is lost when you lose soldiers and manpower is generated at held sectors. Manpower can be collected at sectors and brough back to HQ to increase the factions manpower.

A sector will produce manpower only when held by a faction.

If a faction without players captures a sector from a faction with players that manpower will be removed from that sector and added to the capturing faction´s manpower.

If a faction with players captures a sector the manpower will remain in the sector and have to be brought back to HQ manually.

A sector with players close to center will produce manpower faster.


HQ

Your start base consists of an ammobox, ammo container, repair container and a medical container, spawn point for a heli and for a vehicle.

Players can get helicopters, vehicles and infantry at the ammobox. Which vehicles and helicopters depend on the Tier.

Manpower can be submitted to the faction manpower at the HQ ammobox


TRANSPORT

Players can order vehicle or helicopter transport from anywhere on the map. There is a small time penalty between each time a transport can be ordered. This will be longer if the transport is destroyed and cannot return to HQ.

TIP: You can put manpower and (wounded) squad members in the transport and send it back to HQ. The squad members will then be removed without penalty and the manpower added to the faction manpower.


RANK

You will get a rank based on number of kills since last death, this rank will make your teammates have a higher skill and players with higher rank will increase manpower generation a bit more per level of rank if near sector center.


SECTORS

Sectors can be captured when a faction is holding the center of a sector and no enemies are within the sector area.

Players can collect manpower from sectors and get infantry at the ammobox located in the center of the sector.

Defense will spawn in a sector once it is captured.


END GAME

Win Condition

You win when all enemy sides have 0 in manpower and no players alive.

Lose condition

You lose when your faction´s manpower is 0 and you die (no respawn possible)


The base list of ARMA3 mods required to play can be found below

RHSUSAF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843577117
RHSAFRF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843425103
RHSGREF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843593391
CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997
WarFX only Blast Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1105511475
Virtual Projectile Sound Reality Steam http://steamcommunity.com/sharedfiles/filedetails/?id=782846058
JSRS SOUNDMOD Steam http://steamcommunity.com/sharedfiles/filedetails/?id=861133494
Blastcore Edited (standalone version) Steam http://steamcommunity.com/sharedfiles/filedetails/?id=767380317

Created by Arma 3 Launcher by Bohemia Interactive.

No Hack mods allowed! You will be banned!

RHS AFRF

RHS AFRF Weapon & Vehicle Class Names

Here is a list of the weapon & vehicle class names for the RHSUSAF mod for Arma3


Rifle

rhs_weap_ak103
rhs_weap_ak103_1
rhs_weap_ak103_2
rhs_weap_ak103_gp25
rhs_weap_ak103_gp25_npz
rhs_weap_ak103_npz
rhs_weap_ak104
rhs_weap_ak104_npz
rhs_weap_ak105
rhs_weap_ak105_npz
rhs_weap_ak74m
rhs_weap_ak74m_2mag
rhs_weap_ak74m_2mag_camo
rhs_weap_ak74m_2mag_npz
rhs_weap_ak74m_camo
rhs_weap_ak74m_camo_folded
rhs_weap_ak74m_camo_npz
rhs_weap_ak74m_desert
rhs_weap_ak74m_desert_folded
rhs_weap_ak74m_desert_npz
rhs_weap_ak74m_folded
rhs_weap_ak74m_gp25
rhs_weap_ak74m_gp25_npz
rhs_weap_ak74m_npz
rhs_weap_ak74m_plummag
rhs_weap_ak74m_plummag_folded
rhs_weap_ak74m_plummag_npz
rhs_weap_akm
rhs_weap_akm_gp25
rhs_weap_akms
rhs_weap_akms_gp25
rhs_weap_asval
rhs_weap_asval_npz


Rifle Ammo

rhs_30Rnd_545x39_AK
rhs_30Rnd_545x39_AK_no_tracers
rhs_30Rnd_545x39_AK_green
rhs_30Rnd_545x39_7N10_AK
rhs_30Rnd_545x39_7N22_AK
rhs_30Rnd_545x39_7U1_AK
rhs_45Rnd_545X39_7N22_AK
rhs_45Rnd_545X39_7N10_AK
rhs_45Rnd_545X39_AK_Green
rhs_45Rnd_545X39_AK
rhs_45Rnd_545X39_7U1_AK
rhs_30Rnd_762x39mm
rhs_30Rnd_762x39mm_tracer
rhs_30Rnd_762x39mm_89
rhs_30Rnd_762x39mm_U
rhs_20rnd_9x39mm_SP5
rhs_20rnd_9x39mm_SP6


LMG

rhs_weap_pkm
rhs_weap_pkp


LMG Ammo

rhs_100Rnd_762x54mmR
rhs_100Rnd_762x54mmR_green


Sniper

rhs_weap_svdp
rhs_weap_svdp_npz
rhs_weap_svdp_wd
rhs_weap_svdp_wd_npz
rhs_weap_svds
rhs_weap_svds_npz


Sniper Ammo

rhs_10Rnd_762x54mmR_7N1


Launcher

rhs_weap_igla
rhs_weap_rpg26
rhs_weap_rpg7
rhs_weap_rshg2


Launcher Ammo

rhs_rpg26_mag
rhs_rshg2_mag
rhs_rpg18_mag
rhs_rpg7_PG7VL_mag
rhs_rpg7_PG7VR_mag
rhs_rpg7_TBG7V_mag
rhs_rpg7_OG7V_mag
rhs_mag_9k32_rocket
rhs_mag_9k38_rocket


Pistol

rhs_weap_makarov_pmm
rhs_weap_pya


Pistol Ammo

rhs_mag_9x19_17
rhs_mag_9x18_12_57N181S


Attachments

rhs_bipod
rhs_acc_tgpa
rhs_acc_pbs1
rhs_acc_dtk4short
rhs_acc_tgpv
rhs_acc_dtk4long
rhs_acc_dtk4screws
rhs_acc_muzzleFlash_dtk
rhs_acc_dtk3
rhs_acc_dtk1
rhs_acc_dtk
rhs_acc_dtk1l
rhs_acc_ak5
rhs_acc_1p29
rhs_acc_1p78
rhs_acc_pkas
rhs_acc_ekp1
rhs_acc_1p63
rhs_acc_ekp1b
rhs_acc_ekp1c
rhs_acc_ekp1d
rhs_acc_npz
rhs_acc_pso1m2
rhs_acc_pgo7v
rhs_acc_1pn93_1
rhs_acc_1pn93_2


Uniform

rhs_uniform_vdv_emr_des
rhs_uniform_emr_patchless
rhs_uniform_msv_emr
rhs_uniform_vdv_emr
rhs_uniform_flora_patchless
rhs_uniform_flora_patchless_alt
rhs_uniform_flora
rhs_uniform_vdv_flora
rhs_uniform_gorka_r_g
rhs_uniform_gorka_r_y
rhs_chdkz_uniform_5
rhs_chdkz_uniform_4
rhs_chdkz_uniform_3
rhs_chdkz_uniform_2
rhs_chdkz_uniform_1
rhs_uniform_mvd_izlom
rhs_uniform_mflora_patchless
rhs_uniform_vdv_mflora


Vest

rhs_6b13_Flora
rhs_6b13_Flora_6sh92
rhs_6b13_Flora_6sh92_headset_mapcase
rhs_6b13_Flora_6sh92_radio
rhs_6b13_Flora_6sh92_vog
rhs_6b13_Flora_crewofficer
rhs_6b13_EMR
rhs_6b13
rhs_6b13_6sh92
rhs_6b13_6sh92_headset_mapcase
rhs_6b13_6sh92_radio
rhs_6b13_6sh92_vog
rhs_6b13_crewofficer
rhs_6b23
rhs_6b23_6sh92
rhs_6b23_6sh92_headset
rhs_6b23_6sh92_headset_mapcase
rhs_6b23_6sh92_radio
rhs_6b23_6sh92_vog
rhs_6b23_6sh92_vog_headset
rhs_6b23_crewofficer
rhs_6b23_crew
rhs_6b23_engineer
rhs_6b23_medic
rhs_6b23_rifleman
rhs_6b23_sniper
rhs_6b23_vydra_3m
rhs_6b23_digi
rhs_6b23_digi_6sh92
rhs_6b23_digi_6sh92_headset
rhs_6b23_digi_6sh92_headset_spetsnaz
rhs_6b23_digi_6sh92_headset_mapcase
rhs_6b23_digi_6sh92_radio
rhs_6b23_digi_6sh92_Spetsnaz
rhs_6b23_digi_6sh92_vog
rhs_6b23_digi_6sh92_vog_headset
rhs_6b23_digi_6sh92_Vog_Radio_Spetsnaz
rhs_6b23_digi_crewofficer
rhs_6b23_digi_crew
rhs_6b23_digi_engineer
rhs_6b23_digi_medic
rhs_6b23_digi_rifleman
rhs_6b23_digi_sniper
rhs_6b23_digi_vydra_3m
rhs_6b23_ML
rhs_6b23_ML_6sh92
rhs_6b23_ML_6sh92_headset
rhs_6b23_ML_6sh92_headset_mapcase
rhs_6b23_ML_6sh92_radio
rhs_6b23_ML_6sh92_vog
rhs_6b23_ML_6sh92_vog_headset
rhs_6b23_ML_crewofficer
rhs_6b23_ML_crew
rhs_6b23_ML_engineer
rhs_6b23_ML_medic
rhs_6b23_ML_rifleman
rhs_6b23_ML_sniper
rhs_6b23_ML_vydra_3m
rhs_6sh92
rhs_6sh92_headset
rhs_6sh92_radio
rhs_6sh92_vog
rhs_6sh92_vog_headset
rhs_6sh92_digi
rhs_6sh92_digi_headset
rhs_6sh92_digi_radio
rhs_6sh92_digi_vog
rhs_6sh92_digi_vog_headset


BackPack

rhs_assault_umbts
rhs_assault_umbts_engineer_empty


Helmet

rhs_6b26_green
rhs_6b26_bala_green
rhs_6b26_ess_green
rhs_6b26_ess_bala_green
rhs_6b26
rhs_6b26_bala
rhs_6b26_ess
rhs_6b26_ess_bala
rhs_6b27m_green
rhs_6b27m_green_bala
rhs_6b27m_green_ess
rhs_6b27m_green_ess_bala
rhs_6b27m_digi
rhs_6b27m_digi_bala
rhs_6b27m_digi_ess
rhs_6b27m_digi_ess_bala
rhs_6b27m
rhs_6b27m_bala
rhs_6b27m_ess
rhs_6b27m_ess_bala
rhs_6b27m_ml
rhs_6b27m_ml_bala
rhs_6b27m_ml_ess
rhs_6b27m_ML_ess_bala
rhs_6b28_green
rhs_6b28_green_bala
rhs_6b28_green_ess
rhs_6b28_green_ess_bala
rhs_6b28
rhs_6b28_bala
rhs_6b28_ess
rhs_6b28_ess_bala
rhs_6b28_flora
rhs_6b28_flora_bala
rhs_6b28_flora_ess
rhs_6b28_flora_ess_bala
rhs_Booniehat_digi
rhs_Booniehat_flora
rhs_ssh68


Wheeled Vehicles

RHS_BM21_MSV_01
RHS_UAZ_MSV_01
RHS_Ural_Fuel_MSV_01
RHS_Ural_MSV_01
RHS_Ural_Open_Civ_01
RHS_Ural_Open_MSV_01
rhs_9k79
rhs_btr60_vmf
rhs_btr70_vmf
rhs_btr80_msv
rhs_btr80a_msv
rhs_gaz66_ammo_vmf
rhs_gaz66_ap2_vmf
rhs_gaz66_r142_vmf
rhs_gaz66_repair_vmf
rhs_gaz66_vmf
rhs_tigr_m_vdv
rhs_tigr_sts_vdv
rhs_tigr_vdv
rhs_uaz_ags_chdkz
rhs_uaz_dshkm_chdkz
rhs_uaz_open_MSV_01
rhs_uaz_spg9_chdkz


Tracked Vehicles

rhs_2s3_tv
rhs_bmd1
rhs_bmd1p
rhs_bmd1pk
rhs_bmd1r
rhs_bmd2
rhs_bmd2m
rhs_bmd4_vdv
rhs_bmd4m_vdv
rhs_bmd4ma_vdv
rhs_bmp1_vdv
rhs_bmp1d_vdv
rhs_bmp1k_vdv
rhs_bmp1p_vdv
rhs_bmp2_vdv
rhs_bmp2d_vdv
rhs_bmp2e_vdv
rhs_bmp3_late_msv
rhs_bmp3_msv
rhs_bmp3m_msv
rhs_bmp3mera_msv
rhs_brm1k_vdv
rhs_prp3_vdv
rhs_pts_vmf
rhs_sprut_vdv
rhs_t72ba_tv
rhs_t72bb_tv
rhs_t72bc_tv
rhs_t72bd_tv
rhs_t80
rhs_t80a
rhs_t80b
rhs_t80bv
rhs_t80u
rhs_t80u45m
rhs_t80ue1
rhs_t80uk
rhs_t80um
rhs_t90_tv
rhs_t90a_tv
rhs_zsu234_aa


Helicopters

RHS_Ka52_vvsc
RHS_Mi24P_vvs
RHS_Mi24V_vvs
RHS_Mi24Vt_vvs
RHS_Mi8AMTSh_vvs
RHS_Mi8AMT_vvs
RHS_Mi8MTV3_vvs
RHS_Mi8mt_vvs
rhs_ka60_c
rhs_ka60_grey


Planes

RHS_Su25SM_vvs
RHS_T50_vvs_051




All RHS Assets are created by Red Hammer Studios for ARMA3.

rhsusaf

RHS USAF Weapon & Vehicle Class Names

Here is a list of the weapon & vehicle class names for the RHSUSAF mod for Arma3


 

Rifles

rhs_weap_m14ebrri
rhs_weap_m16a4
rhs_weap_m16a4_carryhandle
rhs_weap_m16a4_carryhandle_M203
rhs_weap_m16a4_carryhandle_grip
rhs_weap_m16a4_carryhandle_grip_pmag
rhs_weap_m16a4_carryhandle_pmag
rhs_weap_m16a4_grip
rhs_weap_m27iar
rhs_weap_m4
rhs_weap_m4_carryhandle
rhs_weap_m4_carryhandle_pmag
rhs_weap_m4_grip
rhs_weap_m4_grip2
rhs_weap_m4_m203
rhs_weap_m4_m203S
rhs_weap_m4_m320
rhs_weap_m4a1
rhs_weap_m4a1_carryhandle
rhs_weap_m4a1_carryhandle_grip
rhs_weap_m4a1_carryhandle_grip2
rhs_weap_m4a1_carryhandle_m203
rhs_weap_m4a1_carryhandle_m203S
rhs_weap_m4a1_carryhandle_pmag
rhs_weap_m4a1_grip
rhs_weap_m4a1_grip2
rhs_weap_m4a1_m203
rhs_weap_m4a1_m203s
rhs_weap_m4a1_m320
rhs_weap_sr25
rhs_weap_sr25_ec


 

Rifle Ammo

rhsusf_20Rnd_762x51_m118_special_Mag
rhsusf_20Rnd_762x51_m993_Mag
30Rnd_556x45_Stanag
30Rnd_556x45_Stanag_Tracer_Green
30Rnd_556x45_Stanag_Tracer_Red
30Rnd_556x45_Stanag_Tracer_Yellow


 

Sniper

rhs_weap_XM2010
rhs_weap_XM2010_d
rhs_weap_XM2010_sa
rhs_weap_XM2010_wd


 

Sniper Ammo

rhsusf_5Rnd_300winmag_xm2010
10Rnd_RHS_50BMG_Box
rhsusf_10Rnd_STD_50BMG_M107


 

LMG

rhs_weap_m240B
rhs_weap_m240B_CAP
rhs_weap_m240G
rhs_weap_m249_pip_L
rhs_weap_m249_pip_L_para
rhs_weap_m249_pip_L_vfg
rhs_weap_m249_pip_S
rhs_weap_m249_pip_S_para
rhs_weap_m249_pip_S_vfg


 

LMG Ammo

rhs_200rnd_556x45_M_SAW
rhs_200rnd_556x45_T_SAW
rhs_200rnd_556x45_B_SAW
rhsusf_50Rnd_762x51
rhsusf_50Rnd_762x51_m61_ap
rhsusf_50Rnd_762x51_m62_tracer
rhsusf_50Rnd_762x51_m80a1epr
rhsusf_100Rnd_762x51
rhsusf_100Rnd_762x51_m61_ap
rhsusf_100Rnd_762x51_m62_tracer
rhsusf_100Rnd_762x51_m80a1epr
rhsusf_50Rnd_762x51_m993
rhsusf_100Rnd_762x51_m993


 

Grenade Launcher

rhs_weap_M320
rhs_weap_m32


 

Grenade Launcher Ammo

rhsusf_mag_6Rnd_M441_HE
rhsusf_mag_6Rnd_M433_HEDP
rhsusf_mag_6Rnd_M714_white
rhsusf_mag_6Rnd_M576_Buckshot
rhsusf_m112_mag
rhsusf_m112x4_mag
rhs_mag_m18_green
rhs_mag_m18_purple
rhs_mag_m18_red
rhs_mag_m18_yellow


 

Shotgun

rhs_weap_M590_5RD
rhs_weap_M590_8RD


 

Shotgun Ammo

rhsusf_5Rnd_00Buck
rhsusf_8Rnd_00Buck
rhsusf_5Rnd_Slug
rhsusf_8Rnd_Slug
rhsusf_5Rnd_HE
rhsusf_8Rnd_HE
rhsusf_5Rnd_FRAG
rhsusf_8Rnd_FRAG
rhsusf_5Rnd_doomsday_Buck
rhsusf_8Rnd_doomsday_Buck


 

Launcher

rhs_weap_M136
rhs_weap_M136_hedp
rhs_weap_M136_hp
rhs_weap_fgm148
rhs_weap_fim92
rhs_weap_smaw
rhs_weap_smaw_green


 

Launcher Ammo

rhs_m136_mag
rhs_m136_hedp_mag
rhs_m136_hp_mag
rhs_fim92_mag
rhs_fgm148_magazine_AT
rhs_mag_smaw_HEAA
rhs_mag_smaw_HEDP
rhs_mag_smaw_SR


 

Pistol

rhsusf_weap_glock17g4
rhsusf_weap_m1911a1
rhsusf_weap_m9


 

Pistol Ammo

rhsusf_mag_7x45acp_MHP
rhsusf_mag_17Rnd_9x19_FMJ
rhsusf_mag_17Rnd_9x19_JHP
rhsusf_mag_15Rnd_9x19_FMJ
rhsusf_mag_15Rnd_9x19_JHP


 

Attachment

rhsusf_acc_harris_bipod
rhs_acc_at4_handler
rhsusf_acc_anpeq15A
rhsusf_acc_anpeq15
rhsusf_acc_anpeq15_light
rhsusf_acc_M2010S
rhsusf_acc_anpeq15side
rhsusf_acc_SR25S
rhsusf_acc_rotex5_grey
rhsusf_acc_rotex5_tan
rhsusf_acc_nt4_black
rhsusf_acc_nt4_tan
rhsusf_acc_muzzleFlash_SF
rhsusf_acc_SF3P556
rhsusf_acc_SFMB556
rhsusf_acc_compm4
rhsusf_acc_eotech_552
rhsusf_acc_LEUPOLDMK4
rhsusf_acc_M2A1
rhsusf_acc_EOTECH
rhsusf_acc_LEUPOLDMK4_2
rhsusf_acc_ACOG3_USMC
rhsusf_acc_ACOG2_USMC
rhsusf_acc_ACOG_USMC
rhsusf_acc_ACOG3
rhsusf_acc_ACOG2
rhsusf_acc_ACOG_pip
rhsusf_acc_ACOG_sa
rhsusf_acc_ACOG_d
rhsusf_acc_ACOG_wd
rhsusf_acc_ACOG


 

Uniform

rhs_uniform_FROG01_d
rhs_uniform_FROG01_m81
rhs_uniform_FROG01_wd
rhs_uniform_cu_ocp
rhs_uniform_cu_ocp_101st
rhs_uniform_cu_ocp_10th
rhs_uniform_cu_ocp_1stcav
rhs_uniform_cu_ocp_82nd
rhs_uniform_cu_ucp
rhs_uniform_cu_ucp_101st
rhs_uniform_cu_ucp_10th
rhs_uniform_cu_ucp_1stcav
rhs_uniform_cu_ucp_82nd


 

Vest

rhsusf_iotv_ocp
rhsusf_iotv_ocp_Grenadier
rhsusf_iotv_ocp_Medic
rhsusf_iotv_ocp_Repair
rhsusf_iotv_ocp_Rifleman
rhsusf_iotv_ocp_SAW
rhsusf_iotv_ocp_Squadleader
rhsusf_iotv_ocp_Teamleader
rhsusf_iotv_ucp
rhsusf_iotv_ucp_Grenadier
rhsusf_iotv_ucp_Medic
rhsusf_iotv_ucp_Repair
rhsusf_iotv_ucp_Rifleman
rhsusf_iotv_ucp_SAW
rhsusf_iotv_ucp_Squadleader
rhsusf_iotv_ucp_Teamleader
rhsusf_spc
rhsusf_spc_corpsman
rhsusf_spc_crewman
rhsusf_spc_iar
rhsusf_spc_light
rhsusf_spc_marksman
rhsusf_spc_mg
rhsusf_spc_rifleman
rhsusf_spc_squadleader
rhsusf_spc_teamleader


 

BackPack

B_rhsusf_B_BACKPACK
rhsusf_assault_eagleaiii_coy
rhsusf_assault_eagleaiii_ocp
rhsusf_assault_eagleaiii_ucp
rhsusf_falconii


 

Helmet

rhs_Booniehat_m81
rhs_Booniehat_marpatd
rhs_Booniehat_marpatwd
rhs_Booniehat_ocp
rhs_Booniehat_ucp
rhsusf_Bowman
rhsusf_ach_bare
rhsusf_ach_bare_des
rhsusf_ach_bare_des_ess
rhsusf_ach_bare_des_headset
rhsusf_ach_bare_des_headset_ess
rhsusf_ach_bare_ess
rhsusf_ach_bare_headset
rhsusf_ach_bare_headset_ess
rhsusf_ach_bare_semi
rhsusf_ach_bare_semi_ess
rhsusf_ach_bare_semi_headset
rhsusf_ach_bare_semi_headset_ess
rhsusf_ach_bare_tan
rhsusf_ach_bare_tan_ess
rhsusf_ach_bare_tan_headset
rhsusf_ach_bare_tan_headset_ess
rhsusf_ach_bare_wood
rhsusf_ach_bare_wood_ess
rhsusf_ach_bare_wood_headset
rhsusf_ach_bare_wood_headset_ess
rhsusf_ach_helmet_ESS_ocp
rhsusf_ach_helmet_ESS_ucp
rhsusf_ach_helmet_M81
rhsusf_ach_helmet_camo_ocp
rhsusf_ach_helmet_headset_ess_ocp
rhsusf_ach_helmet_headset_ess_ucp
rhsusf_ach_helmet_headset_ocp
rhsusf_ach_helmet_headset_ucp
rhsusf_ach_helmet_ocp
rhsusf_ach_helmet_ocp_norotos
rhsusf_ach_helmet_ucp
rhsusf_ach_helmet_ucp_norotos
rhsusf_bowman_cap
rhsusf_lwh_helmet_M1942
rhsusf_lwh_helmet_marpatd
rhsusf_lwh_helmet_marpatd_ess
rhsusf_lwh_helmet_marpatd_headset
rhsusf_lwh_helmet_marpatwd
rhsusf_lwh_helmet_marpatwd_ess
rhsusf_lwh_helmet_marpatwd_headset
rhsusf_mich_bare
rhsusf_mich_bare_alt
rhsusf_mich_bare_alt_semi
rhsusf_mich_bare_alt_tan
rhsusf_mich_bare_headset
rhsusf_mich_bare_norotos
rhsusf_mich_bare_norotos_alt
rhsusf_mich_bare_norotos_alt_headset
rhsusf_mich_bare_norotos_alt_semi
rhsusf_mich_bare_norotos_alt_semi_headset
rhsusf_mich_bare_norotos_alt_tan
rhsusf_mich_bare_norotos_alt_tan_headset
rhsusf_mich_bare_norotos_arc
rhsusf_mich_bare_norotos_arc_alt
rhsusf_mich_bare_norotos_arc_alt_headset
rhsusf_mich_bare_norotos_arc_alt_semi
rhsusf_mich_bare_norotos_arc_alt_semi_headset
rhsusf_mich_bare_norotos_arc_alt_tan
rhsusf_mich_bare_norotos_arc_alt_tan_headset
rhsusf_mich_bare_norotos_arc_headset
rhsusf_mich_bare_norotos_arc_semi
rhsusf_mich_bare_norotos_arc_semi_headset
rhsusf_mich_bare_norotos_arc_tan
rhsusf_mich_bare_norotos_headset
rhsusf_mich_bare_norotos_semi
rhsusf_mich_bare_norotos_semi_headset
rhsusf_mich_bare_norotos_tan
rhsusf_mich_bare_norotos_tan_headset
rhsusf_mich_bare_semi
rhsusf_mich_bare_semi_headset
rhsusf_mich_bare_tan
rhsusf_mich_bare_tan_headset
rhsusf_mich_helmet_marpatdItemMap
rhsusf_mich_helmet_marpatd_altItemMap
rhsusf_mich_helmet_marpatd_alt_headset
rhsusf_mich_helmet_marpatd_headset
rhsusf_mich_helmet_marpatd_norotos
rhsusf_mich_helmet_marpatd_norotos_arc
rhsusf_mich_helmet_marpatd_norotos_arc_headset
rhsusf_mich_helmet_marpatd_norotos_headset
rhsusf_mich_helmet_marpatwd
rhsusf_mich_helmet_marpatwd_alt
rhsusf_mich_helmet_marpatwd_alt_headset
rhsusf_mich_helmet_marpatwd_headset
rhsusf_mich_helmet_marpatwd_norotos
rhsusf_mich_helmet_marpatwd_norotos_arc
rhsusf_mich_helmet_marpatwd_norotos_arc_headset
rhsusf_mich_helmet_marpatwd_norotos_headset
rhsusf_opscore_bk
rhsusf_opscore_coy_cover
rhsusf_opscore_coy_cover_pelt
rhsusf_opscore_fg
rhsusf_opscore_mc_cover
rhsusf_opscore_mc_cover_pelt
rhsusf_opscore_rg_cover
rhsusf_opscore_rg_cover_pelt
rhsusf_opscore_ut


 

Wheeled Vehicle

rhsusf_M1078A1P2_B_M2_d_fmtv_usarmy
rhsusf_M1078A1P2_B_M2_wd_fmtv_usarmy
rhsusf_M1078A1P2_B_d_fmtv_usarmy
rhsusf_M1078A1P2_B_wd_fmtv_usarmy
rhsusf_M1078A1P2_d_fmtv_usarmy
rhsusf_M1078A1P2_wd_fmtv_usarmy
rhsusf_M1083A1P2_B_M2_d_MHQ_fmtv_usarmy
rhsusf_M1083A1P2_B_M2_d_fmtv_usarmy
rhsusf_M1083A1P2_B_M2_wd_fmtv_usarmy
rhsusf_M1083A1P2_B_d_fmtv_usarmy
rhsusf_M1083A1P2_B_wd_fmtv_usarmy
rhsusf_M1083A1P2_d_fmtv_usarmy
rhsusf_M1083A1P2_wd_fmtv_usarmy
rhsusf_m1025_w
rhsusf_m1025_w_m2
rhsusf_m1025_w_mk19
rhsusf_m998_w_2dr
rhsusf_m998_w_4dr
rhsusf_rg33_d
rhsusf_rg33_m2_d


 

Tracked Vehicle

RHS_M2A2
RHS_M2A2_BUSKI
RHS_M2A3
RHS_M2A3_BUSKI
RHS_M2A3_BUSKIII
rhsusf_m109_usarmy
rhsusf_m109d_usarmy
rhsusf_m113_usarmy
rhsusf_m113_usarmy_M240
rhsusf_m113_usarmy_MK19
rhsusf_m113_usarmy_medical
rhsusf_m113_usarmy_supply
rhsusf_m113_usarmy_unarmed
rhsusf_m113d_usarmy
rhsusf_m113d_usarmy_M240
rhsusf_m113d_usarmy_MK19
rhsusf_m113d_usarmy_medical
rhsusf_m113d_usarmy_supply
rhsusf_m113d_usarmy_unarmed
rhsusf_m1a1aim_tuski_d
rhsusf_m1a1aim_tuski_wd
rhsusf_m1a1aimd_usarmy
rhsusf_m1a1aimwd_usarmy
rhsusf_m1a1fep_d
rhsusf_m1a1fep_od
rhsusf_m1a1fep_wd
rhsusf_m1a2sep1d_usarmy
rhsusf_m1a2sep1tuskid_usarmy
rhsusf_m1a2sep1tuskiid_usarmy
rhsusf_m1a2sep1tuskiiwd_usarmy
rhsusf_m1a2sep1tuskiwd_usarmy
rhsusf_m1a2sep1wd_usarmy


 

Helicopter

RHS_AH1Z
RHS_AH64D
RHS_CH_47F
RHS_UH1Y
RHS_UH60M
RHS_UH60M_MEV
rhsusf_CH53E_USMC


 

Plane

RHS_A10
RHS_C130J
rhsusf_f22


All RHS Assets are created by Red Hammer Studios for ARMA3.

Welcome To Hell Crusader War

Currently Under Development – Welcome To Hell Crusader War

Ant is at it again building a new scenario mission that is based on scorched earth after the apocalypse. The current game has 6 different mission outpost to reach with objectives. The game is currently a coop for four players with Lots of random threats along the way.

The base list of ARMA3 mods required to play can be found below

No Hack mods allowed! You will be banned!