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Campaign 1: Operation Stratis

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April 10, 2014, 09:36:42 PM by |AGW|TC-Ed
Views: 155 | Comments: 0


    BIS has released the latest update for Arma 3, it weights in at ~822 MB, for those already up to date (new players will have to download the full game), to update simply open Steam & allow it to auto update.

    SPOTREP #00023 Game Update: 1.16 (Zeus)

    reported by Joris-Jan van 't Land
    on Thursday 10th April 2014
    FROM: Project Lead
    TO: Arma 3 Users
    UNIT: Main Branch
    ACTIVITY: Game Update: 1.16 (Zeus)
    SIZE: ~822 MB

    Become Zeus
      Assume the role of Game Master and curate the  experience of other Arma 3 players. Wielding an intuitive real-time  editor, you can manipulate or expand multiplayer scenarios on-the-fly,  and create a surprising flow of challenges for the soldiers on the  ground.

    Enroll As Players
      Form a squad, head into  battle, and engage in truly dynamic combat. As one of Zeus' subjects,  you need to react to varied objectives, and adapt to unscripted events  on a constantly-evolving battlefield. Improvisation is your key to  success.

    MP Modes
      Play Arma 3 Zeus across its  distinctive 'Game Master' game type scenarios, where you start out with a  blank canvas. Or visit familiar modes like 'Coop', 'Team Death Match',  and 'Sector Control' in a completely new way. Zeus multiplayer also  works with custom player-created scenarios

    <a href="" target="_blank"></a>


    • Multiplayer

      • ZGM 48+2 Master Altis
      • ZGM 16+2 Master Altis (NATO)
      • ZGM 16+2 Master Altis (CSAT)
      • ZGM 16+2 Master Altis (AAF)
      • ZGM 48+2 Master Stratis
      • ZGM 16+2 Master Stratis (NATO)
      • ZGM 16+2 Master Stratis (CSAT)
      • ZGM 16+2 Master Stratis (AAF)
      • ZSC 32+2 Control Edessa
      • ZvP 10+1 Defend Kamino
      • ZvP 10+1 Defend Syrta
      • ZvP 10+1 Seize Edoris
      • ZvP 10+1 Seize Feres
    Game Types 

    • ZDM / Zeus - Death Match
    • ZCTF / Zeus - Capture The Flag
    • ZCoop / Zeus - Cooperative Mission
    • ZSC / Zeus - Sector Control
    • ZCTI / Zeus - Capture The Island
    • ZTDM / Zeus - Team Death Match
    • ZRPG / Zeus - Role Playing Game
    • ZGM / Zeus - Game Master
    • ZvZ / Zeus vs. Zeus
    • ZvP / Zeus vs. Players

    read the full changelog here...
    March 20, 2014, 09:29:32 PM by |AGW|TC-Ed
    Views: 143 | Comments: 0


    BIS has released the latest update for Arma 3, it weights in at ~1.8 GB, for those already up to date (new players will have to download the full game), to update simply open Steam & allow it to auto update.

    SPOTREP #00021 Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade))

    by Joris-Jan van 't Land
    on Thursday 20th March 2014

    FROM: Project Lead
    TO: Arma 3 Users
    UNIT: Main Branch
    ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
    SIZE: ~1.8 GB


    • Added: Campaign episode “Win”
    • Added “Win” music tracks
      • 3 event tracks (with variants)
      • 4 background tracks
      • 6 lead tracks
    • Added: Campaign completion Steam Achievements
    • Added: To-199 Neophron CSAT CAS jet
    • Added: A-164 Wipeout NATO CAS jet
    • Added: Tempest CSAT heavy truck with variants
    • Added: Altis Points Of Interest: Ghost Hotel compound and Stadium
    • Updated: Altis: Several new structures were added (kiosks, lifeguard towers, playground accessories, tourist shelters and more)
    • Added: Various “Win”-related characters, items and objects
    • Added: 1 x new Radio Protocol
    • Removed obsolete classes of cargo poses
    • Adjusted volume levels on various weapons
    • Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma
    • Standardized driveOnComponents on tank tracks - they should now be better at passing low obstacles
    • Uniforms and accessories should be available in holders again
    • Increased explosionShielding parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough)
    • AAAs should have their radar back
    • Optimized explosives power after a fix of explosives on roads
    • Buzzard has new sounds for gear and flaps
    • Buzzard has improved materials in its cockpit
    • Stitches on coveralls made plastic
    • FIA medic should have a medkit in his bag
    • Trees use a new shader version to improve alpha sorting
    • Pilots of jets have their HUDs properly collimated
    • Tank crew should no longer use 'magic radar'
    • Fixed: Missing muzzleflash for RCWS UGV
    • Fixed: Hitpoints for lights of Van
    • Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model)
    • Fixed: Getting out of HEMTT animation for launchers
    • Fixed: Sounds of ACP-C2
    • Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon
    • Fixed: Unresponsive controls in General Game Options tab
    • Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP
    • Fixed: Wrongful hiding of subtitles in SP
    • Fixed: Multiple secondary explosions in MP (
    • Fixed: Combined Arms showcase would not end correctly on a Dedicated Server if players had already died during the mission
    • Tweaked: Sounds of weapon closures
    • Tweaked: Sounds of character breathing
    • Added: New samples for ACP-C2
    • Added: New sound for reloading UGLs
    • Added: New sound for church organs
    • Added: New variations for fatigue sounds
    • Added: GameSpy / Steam master server switch
    • Removed: Error message from getParamValue function
    • Improved: Slammer UP recoil animation

      Possible campaign spoilers:

    • New voice-over work for Nikos has been added to "Survive" and "Adapt"
    • Fixed: The intro walking sequence in the "Survive" intro
    • Added: New beret and identity to Crossroads in the "Adapt" outro
    • Fixed: Drawdown 2035: synchronization of 'all clear' and animation at checkpoint
    • Radio Silence: reduced the difficulty of destroying the guard towers with the mortar
    • Fixed: "Index out of range" error, discovered when transiting from "Adapt" to "Win"
    • Fixed: In Crossing Paths, there was no background while the quotation video was playing

    • Added: Scripting command attachedObjects for getting the list of objects attached to the given one
    • Added: Scripting command attachedTo for getting the object to which the given object is attached
    • Added: New scripting command for getting list of activated addons (activatedAddons)
    • Added: Sound: Ability to play loop sample in specified region, a  sample has 3 parts: start, loop & end - used for continuous fire  mode. Loop region is set in SoundPars.loopBegin and  SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300,  {32438, 24500}}
    • Added: Support for thermal black hot mode in PiP
    • Added: Prototype of weather and time synchronization for MP
    • Crosshair size roughly matches the extent of weapon sway
    • PIP mode (VIS, NV, TI) is the same as mode in AV optics (can be changed by the player while in control of the AV)
    • AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI
    • Disabled idle poses while aiming and shooting
    • VRAM management changed (optimization)
    • Hotfixed: Module initialization order adjusted for the Linux Dedicated Server
    • Fixed: Water splashes when tanks land on the ground
    • Fixed: Dust from tracks while in the air
    • Fixed: Script command enableSimulationGlobal didn’t work during scenario briefing
    • Fixed: Deleting task target
    • Fixed: Problems with skinned instancing when PiP is used
    • Fixed: Mines were ineffective on roads
    • Fixed: Drawing of alpha objects in PiP
    • Fixed: Gear up SFX triggered when starting as Flying
    • Fixed: Player can't see content of clothes or vests which are on the ground
    • Fixed: Weapon cloning (
    • Fixed: AI not using radar, when player does not have it
    • Fixed: After a helicopter would fly away, players could still put things into its inventory
    • Fixed: TakeWeapon puts weapon in weaponholder before taking it (
    • Fixed: More correct behavior of scenario names in map, diary and interrupt display
    • Fixed: Crash that happened when using stereo samples where mono was expected
    • Fixed: Crash in MP display when a Steam mission filename is empty
    • Fixed: Invisible items in UI tree after sorting
    • Fixed: Crash opportunity
    • Fixed: Workaround for a Steam bug which caused the inability to host MP games on some subscribed missions
    • Fixed: Vest content disappearance after savegame load

    official release notes...
    March 17, 2014, 08:37:35 PM by |AGW|TC-Ed
    Views: 120 | Comments: 0


    Environmental enhancements: locations, details & updates.

    by Martin Pezlar
    on Monday 17th March 2014

    UNIT: Martin Pezlar, Environment Lead, Environment Design Dept.
    TO: Arma 3 Dev-Branch Users
    OPSUM: Environmental enhancements: locations, details & updates.


    We're excited to finally present our newly improved Altis terrain. As we mentioned previously, this update includes two significant location additions alongside a variety of other modest improvements. Although we've only increased the total number of objects by 0.5% - bringing the total count to 1779883 - we feel that these additions make a real difference, offering new gameplay opportunities and adding new diversity to urban areas.

    These are no crazy last-minute additions to the existing terrain; rather, they were part of our wish-list from quite early on. However, with development time running short ahead of Arma 3's launch, we faced a question of priorities. In the end, we decided not to include these locations and, rather, update them later in proper quality. Now they're out in the wild, we hope that when you see them for yourself, you'll agree it was worth the wait!


    The big locations - 'Ghost Hotel' and 'Stadium' - are great new points of interest. In other more linear shooter games, areas of such scale could themselves be stand-alone maps. Here in Arma 3, though, it's just another tasty piece of an already rich Altis pie. These unique areas offer up new possibilities for single and multiplayer scenarios. Off the top of my head, you might fortify the Stadium and create some kind of siege mission. Want to be more playful and fool around? No problem: organize a multiplayer athletics event!

    The Ghost Hotel is a different cup of tea. It's quite a large and atmospheric location, featuring several unique structures. There's the main hotel building - a multi-storey structure that's ideal for multiplayer CQC - nestled alongside swimming pools and apartments. The whole compound has been deserted for several years, so the overall look and feel is quite creepy; the place has a distinctive atmosphere, particularly at night. We're looking forward to seeing what scenarios you come up with.


    Aside from these new locations there are plenty of authentic extras to be found all across Altis. We've added kiosks, ATMs, phone booths, playgrounds and other details to streets, beaches and ports. These improve the overall visual impression and offer up more gameplay options for custom scenarios and existing mods. These new objects can also be placed via the in-game editor. Besides these additions, another 80 signposts were added to crossroads all over the Altis to improve navigation, and some flat, boring fields in the eastern part of Altis were improved by terrain sculpting and vegetation tweaking.

    Stratis and Altis also use a newly introduced static ID technology. This should guarantee that the IDs of objects placed in a terrain's WRP will remain the same no matter what we add/remove/patch in the source map project. In other words, for scenarios that use specific IDs, this should be the last time a massive change of IDs will occur.


    The new version of Altis also includes a batch of fixes that were previously reported in the Feedback Tracker by you, the Arma 3 community. Thank you very much for each one of them! However - although we've tried our best to avoid major disruption - please keep in mind that newly placed objects may affect your existing scenarios. We advise you to check your scenarios after the map update to ensure their functionality and, if necessary, to reposition your mission around newly placed entities.

    Although we've increased the complexity of certain locations, our testing indicates that there's no noticeable stability or performance impact associated with the new additions. However, in case you encounter any map-related problems (e.g. floating/misplaced map objects) feel free to report it on our feedback tracker, using the category 'Visual-Environment'. We hope that you enjoy the enhanced version of our terrain as much as we do. See you all on Altis!

    official article link...
    March 05, 2014, 10:17:17 PM by |AGW|TC-Ed
    Views: 325 | Comments: 0


    BIS has released the latest update for Arma 3, it weights in at ~709 MB, for those already up to date (new players will have to download the full game), to update simply open Steam & allow it to auto update.

    SPOTREP #00019 Game Update: 1.12 (Slammer UP tank, Vehicle optics, Linear car controls)

    by Joris-Jan van 't Land
    on Wednesday 5th March 2014

    FROM: Project Lead
    TO: Arma 3 Users
    UNIT: Main Branch
    ACTIVITY: Game Update: 1.12 (Slammer UP tank, Vehicle optics, Linear car controls)
    SIZE: ~709 MB

    • Added: Slammer UP
    • Improved: Armored vehicle optics
    • Added: Sounds for changing fire modes of most guns
    • Added: Generic soldier animation movement sounds
    • Added: 1 x full new Radio Protocol
    • Added: New command briefingName
    • Added: Insignias should work on all soldiers (as a last hidden section of each of them)
    • Added: Tooltips to ListBox items in Controls
    • Added: New particle modules (fire, smoke, plankton)
    • Added: Icons for Seize and Defend game types
    • Added: Using BIS_fnc_addIventory, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
    • Added: "Create task" module can now be added to specific side using  "owner" attribute, without need to synchronize the module to any unit
    • Added: Geometry PhysX LOD for Hellcat
    • Added: Task descriptions can now be loaded from CfgTaskDescriptions
    • Added: Task notification is now compatible with nested displays
    • Added: More vehicle classes for structures (for UI organization)
    • Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material
    • Added: Missing rvmats on MLRS
    • Added: Ability to re-texture Kuma
    • Added: More sounds for various cutscene animations
    • Added: Calling [,false] call bis_fnc_moduleRespawnVehicle will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...)
    • Added: Dynamic task loading in sector module
    • Added: Attack & Defend objective tasks are now titled "Seize X" and "Defend X"
    • Added: Ability to choose end type when setting mission countdown
    • Added: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0
    • Added: On-screen notifications are now logged into diary under "Log" section for later review
    • Added: New version of demo charge (class DemoCharge_Remote_Ammo_Scripted) that may be touched off by scripts (see
    • Added: Clicking sound for hiding text in UI
    • Added: New parameter musicClass for all music tracks
    • Added: Battlefield sound objects
    • Added: Sound for self-healing animations
    • Added: New variant for procedural destruct material
    • Added: Empty weapon holder on community request
    • Added: Info about JIP in initPlayerLocal.sqf and initPlayerServer.sqf was sometimes incorrect
    • Added: BIS_fnc_itemType now sorts Glasses, Headgear, Vest, Uniform and Backpack into new category Equipment
    • Added: CheckBox control to GUI editor
    • Added: Specific ground holder for caps to prevent them from levitating
    • Added: Safety measures to prevent stalling boat engines
    • Added: New display names for rebreathers to make them easily distinguishable in inventory
    • Added: New display names for NVGs to make them easily distinguishable in inventory
    • Added: New sounds to various animations

    view the rest of the changelog below...
    Pages: [1] 2

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