#reaction_forces
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Worth of a note in the article then
GRAD civilians mod adds this with a bunch of extra functionality 👍
Is there anyway to acquire the soundtrack to play at-will other than as background music in the official missions
open youtube, find Lexx's account and play the RF playlist onn loop
if you buy RF, there's a soundtrack folder in arma3/RF/ with mp3 and wav files
found it
Is it just me or are the iron sights of the new pistols a bit odd? (Or they are a zeroed at very strange ranges?)
The G19s seem like the eye position is not aligned correctly with the iron sights (so the tops of the fore and rear sights don't sit on the same plane) and rounds seem to land very low when firing.
The Mk26 eye position doesn't seem quite so odd but still hits very low.
Apologies if this has already been reported. (Also, this is only when running ACE3 which may affect zero angle - although it looks more like an eye position to me. Not tested Vanilla only)
Tested in-game, RF only, sights seem to be correctly aligned and shots seem to be zeroed correctly with the sights (keeping in mind that the zero is the centre of the front post, not the top). No downward deviation observed other than normal bullet drop at long range.
Ok, will try to test with RF only if I get time but might just be that I’ve always understood zeros to be top of post. Which is why the top image shows the front post being too short (imho) and why I thought that was a result of the eye position being a little out.
Appreciate the rapid reply btw!
(Apparently SIG and Beretta both do dot over target sights and produce a lot of US military pistols but I’ve always understood military and law enforcement do top of post zero. 🤷♂️)
Replaying eastwind with a few mods first person only. I’ve got a spar with a WS reflex sight and IR flashlight + a RF G19 and a headtracker. Everyone with 5.56 weapons have AP mags.
I’ve started approaching fights slower and it’s been a blast. Thank y’all for the cool toys
Hey guys. Ok. Got this dlc. Busy with the scenario now where you fly missions. Just a question,how the heck do you get food in your backpack. At some point im just collapsing due to no food or water. Please help
Get rid of ACE or whatever other mod you're using and you'll be fine
is there any way to open the flotation bags in zeus?
no, you have to script it
It’s available in the Arsenal, if you make a custom ace Arsenal for your own missions. If not, you can turn field rations off in cba settings.
Thank you. Will definitely have a look at it.
Creator SPOTREP / FROM: @TheRotators / TO: #Arma3 Creator DLC Users / UNIT: Reaction Forces / ACTIVITY: Update 1.0.1 Hotfix / SIZE: ~2.5 GB Changelog: https://t.co/o5C8OJ7Rfe
at last 

I have a question ? Why all MMG variants have been removed from the editor ? They are all now in "scope = 1" and i'm not sure what is the point of making a specific vehicle model if we can't use it unless we spawn it using a script. I don't see why it would be a problem to have the HMG and MMG variant in the same category, it's 2 different vehicles so it can exist in the same category without any problem.
too much clutter / makes the factions less unique if everyone has the same
it's pretty much the same thing a3 has been criticised for ages: every faction has the same turret, etc.
not all variants have been removed. NATO and NATO-based factions kept their MMG versions
yeah it's all the same but it was a new look compared to the new one that except the vehicle itself, it looks like the pickup we already have. Btw i have a little question ? The vehicles that are hidden will be removed ? or they will be kept in the mod ? i'm asking that because i will make a mod that re-add those variants in case someone want them back but if they are entirely removed it will be complicated. Btw thank you for your answer 😄
the hidden vehicles will always remain
oh ok perfect then 😄
Has anyone found any large utility in the RC40 drones? They're cool, but they're slow and somewhat weak against vehicles. They descend very slowly too. The effective strategy I've found is to go high and drop them on personell, but I wonder if anyone else thinks they're more valuable than I do
they are supposed to descend in a kamikaze way. This makes them fast
and yeah they are very useful, maybe not against armored vehicles but they deal with crew just fine, and are great in getting the enemy out of their fortifications
They received a speed boost with the patch, plus being able to detonate with attack key which makes them easier to use
I use them for close range recon
If I need to see over a wall into a compound I launch them out nearby to get a visual
As for the explosive stuff, I like hitting lightly armored vehicles with them
Just excited for the patch so I can use it in modded multiplayer games without the gauges going crazy
Okay...
Very.
he is smart! he waited for first patches to enjoy it even more!
Makes sense, can't fault it
WHAT
What what
wut wut
some say it may still be coming soon™ https://arma3.com/news/arma-3-creator-dlc-reaction-forces-is-coming-soon
cant wait to buy the RF CDLC
alr
alr
so RF CDLC is 3.3 GBs?
something around that, yes
alr thx
Thanks for the Patch, is it out now or just the dev notes online?
Already out
Thanks. Good fixes. Just a idea. Somewhat bulletproof windows for the Hellcat
what do you mean by this? Like a down and forward descent, rather than just vertical descent?
Like, the propellers should be pointed at what you want to hit rather than just Z-ing
I do find that even the horizontal speed of these drones is kinda slow
so you can't move across the map very fast.
Actually... scratch that. They are kinda fast I guess, retrying them
A good mod I could make would be to have a swarm of 50 of these bombard a target
Hey guys, am I able to get a faction-independent pickup that has all the liveries/add-ons available? For example if I want to take a NATO HMG-pickup I can't make it black?
Sorry if that's a dumb question, I just want to create some missions for myself and am trying to find such a setting
you can make your own livery setup in the virtual garage and then export that and import it in 3den onto the vehicle
Will try that, thank you!
They're helicopters. You need to angle the plane of the rotors downwards to gain speed and quickly lose altitude.
Despite the apparent shape of the main body of the drone, the rotor plane is the actual wing and you can't move quickly when the direction of travel is 90 degrees to the wing surface.
Wild question!
With everything being EBOs, are there resources for modders? I would very much like to make a USCG variant of the new pickups.
(If this isn't something allowed, my b, this is just the first CDLC I've had any interest in doing anything with)
@fierce gazelle is it possible to get some kind of armor for the pilot? Either bulletproof glas or a cevlar monuted like the blackhawks operate with?
There's some stuff in their discord pinned in the modding channel. You can find their discord pinned in this channel
Thanks a lot! I appreciate the directions
Did anybody played cashpoint? Is it fun?
it is as long rock are not your biggest enemy
Any chance it's not me and there's something wrong with RF keys again? https://imgur.com/a/PeMBsWp
Same error on 3 machines, server setup looks fine...
Yeah I think something's gone wrong... Fresh downloaded compat data, copied the key to client keys folder and server keys folder, still not passing verification.
@fierce gazelle?
sadly I have no idea. this is up to BI
Ah damn, sorry for the ping then
is it still not working?
There wasn't really anything "wrong" with keys before; just they were not distributed for non-owners (who could still copy them from compat data f.e.). Since then they are also distributed there. Do other hosts face this issue?
We did. If loaded on a dedicated server non-owners couldn't connect last weekend, even with a unrelated mission active. As of now we're waiting for some sort of fix.
just for confirmation again - but they were using the compatibility data, right?
Yeah
To add my two cents to this: I can't join my server with the paid DLC enabled either. Just tried deleting and redownloading RF, then copying the key over to the server. Again same error: Session lost - Verifying PBO failed: RF\addons\functions_rf.ebo
No other mods or DLC used. Just RF on server and loaded as optional DLC on client. Giving server compat data as a mod does not change outcome nor allow non-owners with compat data.
Yeah I understood what the issue was previously, simply used "wrong" as in there's once again something up that's causing a problem.
So yes, unfortunately. Think we'll unload RF for the time being as it's crippled us for a few days now :<
out of curiosity, can you join official RF servers?
Good call, going to check now
Shit, indeed I can - joined Air Control just now. Both with compat and DLC...
So what the hell am I and @normal radish facing then, because it looks like a simple misconfig but I've basically installed everything from scratch at this point and there's not that much room for error here :[
maybe files on your server are somehow corrupted?
lately i have file corruption issues with steam, it's really annoying
That's what I'd assume in the first place, but damn I already deleted and redownloaded the content several times and it keeps persisting
I guess I'll give it another go because what else is there to do
Tried a fresh download, tried downloading on server and then copying over the files to client, tried downloading on client and copying over to server...
Only reached out here when I believed it couldn't be on my side, but alas, not sure what's going on in this case
Ooh! Im in - again redownloaded on client then copied files to server.
What I think happened, was that one of my machines originally got a corrupted version of the RF 1.01 update, and subsequent DLC reinstalls were actually transferred over LAN rather than downloaded from the internet, which retained the corruption. Still odd though, as I had a simultaneous steam file verification running on both machines at one point, and neither of these checks actually caught anything. Only now I've turned off local transfers and got clean installs from outside and it's working.
Solved I guess.
just bought RF
enjoy it! 🙂
i will dw
the new like air supremacy scenario is very fun with it
I want to do it coop but not many ppl got the dlc
Check their official discord (in the pins). They have an LFG channel where you might be able to find games
so i just found out you add bombs to the Nato Hellcat pylons😁
yea. was inspired of those videos in combat zones where helicopters would drop barrel bombs. i figured, why not
Is there a way to get FFV with the doors open on the cougar?
Through scripting, no. FFV is controlled by the seat configuration and can't be changed by script.
From the dev side, I think it's possible (see vanilla van side/rear doors) but I don't know how much effort it is or how likely it is to happen.
excellent dlc enjoyed the assets very much
I'm glad it's not just retextures. I tried the Hades earlier and kind of like it. Though the 5.56mm round is meh for a sniper rifle.
sure but the AP round makes it almost as strong as a 7.62
with the plus side that you can load the mags into any 5.56 rifle
Oh really? I'll have to do that then
little config work and its doable but you have to know which seat proxies are the ones you want to use for FFV
Just noticed the pickup has a backup camera. Thank you
Would be super cool if the 80mm rockets used in the pickup MRL were available as editor objects that could be loaded up in the flatbed, van etc. Even if they were in a box
Reaction Forces CDLC is now also available on Mac 🍏
https://twitter.com/ArmaPlatform/status/1782775182274240767
📢ATTENTION MAC USERS📢
The Reaction Forces CDLC has just landed for Mac🍏
Our partners at @virtualprog have ported the recent #Arma3 2.16 platform update, so you can now take to the battlefield with the latest CDLC from @TheRotators!
Visit https://t.co/BdQzkTwFOC for all…

Hey there reaction forces people got a question for you
I have a mission set up that I’m needing the drones to have LESS battery life than standard
Would I use this as a event handler or is there a specific command I should be using for that
Yes, not a RF specific thing anyways
Right but they’re fired as GL rounds so I wasn’t sure
I see
So that should work still in that case?
No, I think there is no straightforward detection for the RC40 drones, you can try bruteforce it but I think something should be done on our end
coding
The cleanest existing option would be an EntityCreated mission EH: detect whenever something that isKindOf the RC-40's base class is created, and act on it.
If you want to be more unit-specific, you could use a Fired EH to detect when the unit fires an RC-40 projectile, and use that to add a SubmunitionCreated EH to the projectile that will activate when it turns into a real RC-40.
setFuelConsumption itself will work fine on RC-40s, the only tricky part is getting the reference to the drone to use it on.
if you're using CBA you can use this:
// init.sqf
["UAV_RC40_Base_RF", "initPost", {
params ["_drone"];
if (!local _drone) exitWith {};
_drone setFuelConsumptionCoef 5;
}, true, [], true] call CBA_fnc_addClassEventHandler;
Link for RF compatibility data, please.
Search for it on steam workshop, ya lazy bum

is linked in the text on the storepage
So, I'm looking to use the fire aspect of Reaction Forces to create a mission based off of an EMS scenario I created a while back that includes firefighters, but I'm struggling to find out how to use any of Reaction forces content (Such as making fires that players exstinguish) in the Zeus interface. Anything I can do for that?
I've found the wildfire module in 3den but I want to be able to create my own fires in Zeus that players can respond to and put out
How does one complete the firefighting training mission?
I have water in the bucket, the bucket is covering the the spot drop in the downward camera, helo is still, exactly at 50m alt as the instructor said. Drop water with R. Fire keeps burning. Did a few repeats with same result
Oh I didn't see that one, thanks!
does anyone know the mp mission file for RF air controll on altis
Or how I can find it
For what purpose
For a server
MP_AirControl_m01.Altis
Absolute lad thanks
You can find that information in the future by opening the Config Viewer from the Editor and looking in CfgMissions
also here https://fodev.net/pastebin/?p=135&r=1
Beautiful thank you I didn’t know that
Any status on hiddenSelections availability or texture files? I forget if that's an option for WS
There's a zip file pinned in their discord with some stuff and I have also made templates for the Cougar
So epic, thank you
QRF Mission way too hard in the end honestly, Had to save after every move i made. Realy Neat seeing a Creator DLC making some Civillian Scenarios
Best with friends
qrf in sp depends a lot on strategic placement of the team mates. however, it is expected that you will be the sole survivor
GOt a question, Why can you buy Hemtts in the Pilot Scenario?
To transport infantry and supplies on the ground.
Or to repair your helos or other assets in ao
can anybody help me I cant play the reaction forces dlc it says that I dont own it in the game but in the launcher it says I own it?
You need to activate it in the launcher, like a mod
Please send exactly what the message in-game says.
Quote the sentence that tells you you don't own it. So we know what message you mean.
And also probably:
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
is this dlc worth it? what does it add?
steam store page says what it adds 😄
or for a detail list, here https://reactionforces.rotators.net/
Or, have a look at the compat data https://steamcommunity.com/sharedfiles/filedetails/?id=3150497912
I should really use some of the other cool stuff in this dlc, but the playing the campaign with a spar where everyone has 5.56 AP magazines entertains me for some reason
Little bird with 2x 20mm is a meme
RF Gear Added to Argan Gendarmerie: https://steamcommunity.com/sharedfiles/filedetails/?id=2713024286
how much GB need to be downloaded for this DLC?
About 3.3 to 3.5. Same with how big Compat Data is
Is it possible in the future to be able to add AI in the roles (like some vanilla coop missions)?
I only have one friend to play with
I mean in the QRF scenario
If you play it as a single player scenario there are ai
I don’t know if we’re allowed to edit the mission in the editor. I’d assume no
you can buy additional AI via computer inside the tent, next to where you buy vehicles
That’s air control
does anyone know where the MH-350 is in the editor?
Do you mean MH-245?
Context is coop mode. I hope devs would consider AI for coop mode. Just like headhunter mission
So when one dies, he can switch to another individual just like in SP mode
Ah yes, I was thinking Air Control scenario is too lame to be played by 2 players. Gonna try this later
Creator DLCs should have more fleshed out campaigns actually
why? There is no such rule to have any campaigns or missions. SOG has a lot of multiplayer-oriented content, same for RF's QRF, it even says in the mission description that it's not designed for one-man fighting iirc.
I want the assets but I dont want to check the DLC in the launcher because it causes bug in some workshop scenarios. Is that possible?
The assets aren’t there (in arsenal) if I uncheck it
What bug
The AI squad member control thing, I guess it would conflict with the Antistasi AI control take over
I’m just unsure everything goes well if I start the game with DLC on meanwhile I’m not playing the DLC scenarios
I don't even think Antistasi can conflict anything outside Antistasi?
So you’re saying it will be fine if I put the DLC on even if I play any scenario other than the DLC missions?
RF doesnt have any influence on ai squad control or similar
I am not even sure how Antistasi works but it should cause any issue with AI. Since you're the first one who report such since the release
I experience the bug in Hunter Six scenario where I can switch control with a squad member AI with exact same mechanic in RF (I’m not sure Hunter Six has that feature) but I can’t go back to the player character.
And Antistasi has its own AI control menu. That’s why I’m saying it would conflict.
But let me just try it later on and go back here if anything goes wrong
Also, in DRO scenario, if I put DLC on, somehow I can’t call the air transport (for RTB). Didn’t happen the next time I put DLC off
well but RF does not do anything with squad control. whatever is going on has to do with the scenario, not with RF
RF has no custom squad controls, even in the RF based scenarios
Are there plans to add the content from the reaction forces DLC to the NATO (Desert) faction? (and make the Argana Police spawnable as a unit in Zeus?)
Is ACE3 Compatiable for Reaction Forces?
yes inside the ace folder i believe is a compat already for RF
Arma 3 official servers should be all running at 2.18, please report if any issue 
Just got RF and am digging it, thanks! Question: If you play cashpoint missions solo as a robber, will AI police hunt you?
More questions:
If you synch small fire module to large fire module, how fast will small fire grow to size of big fire? Is this a good way to script fire propagation?
I don't think it has AI that does it, it's a TDM scenario
I don't plan on extinguishing fires with water and helis, but would like to use the fire module in general (maybe for spe flamethrower spawned fires, and or prairie fire napalm fires). So to end fire, I just delete the module?
Can a single fire module grow in size via a script command increasing its size? If so, what is the command?
And finally, what's the command to spawn a fire module at a particular location and size? Thanks! These fires look awesome at night.
Awesome, thanks!
I set a fire's intensity to 100, and placed an offroad in the fire. The offroad and player do not take damage from the fire. Is there a way to make objects and units take damage? The documentation for the module implies damage: "The intensity of fire. 0% is no fire, 100% is very intense fire and damage everything near the fire so hard."
you would have to script it manually
vehicles actually do have a fire resistance value, but for some reason in the vanilla game it's all incredibly high
the fire intensity slider refers to how "big" the fire is and how much water is needed to put it out
the description about it on the wiki page seems a bit misleading, i agree
fixd
vehicles catching on fire would be cool though. Like burning tires if you drive through.
Thanks for the reply Lexx.
i think the fire resistance of vehicles is so high because BI doesn't want your car to explode if you go over a campfire
Yeah we've found out engine-driven fire damage is so lame
It actually... even change its behavior on faster simulation speed
hello can anyone provide me with this image "\lxRF\data_rf\img\3dActions\bck_cross.PAA"
...Why?
need it for a draw3d back ground
Then why don't use that path
dont wanna use the mod just to get a background...thanks tho👍
as all the Arma 3 official servers were updated to hotfix build, please ping me if there is problem with CDLC servers, ty in advance!
Is there anyway to see the rvmats for the gold and bronze desert eagle?
try asking in the Rotators Discord server, it's in the pinned
what discord is that?
Rotators Collective
I've been looking online and all over... how do you use the RC-40 drones?
fire it with a compatibile weapon and connect to it via the uav terminal like to any other drone
what are the compatible weapons? Is it not anything with GL
any GL should work as long as it accepts the drones as ammo
it must be the base game weapons
If you load SOG along with RF, unload SOG
yes, currently sog breaks compatibility. by default the rc40 works with any 40mm grenade launcher
Thanks guys. I appreciate it
Hey guys, A friend and i are working on making a water bomber c-130.The pack is already done etc but just need to work out a way of filling the c-130 with the water.We had a quick go at adding the code from the bucket to the c-130 in hopes that it would work as smiple as that.We havnt had any luck as yet but is this p[ossible and do have any advice as to setting up the water bomber/code? Thanks!
make water weapon?
There is no native way
Hmmm..
Hasnt been done yet? You familiar with the code?
I am the author. And I am not saying the speculation/assumption
What
there was a mod for fire fighting with heli's in Arma 1 .Was that your work aswell?
No
np.
The wildfire/firefighting idea is not mine anyways
Function itself is done only using integrated features (aka script commands) so technically former
Np, thanks.
was thinking of attaching an invisible bucket to the c1-30
Shame, Nvm.Gonna keep thinking about it and might have a look thru the functions to see if i can see a work around.Thanks.👍🏻
How about a user action for the pilot which checks if you are flying under let's say 50m, you are over water, fly under a certain speed and you need to maintain this for 15 seconds with checks every second? At least would force a certain behaviour to "reload"
Man, reacted to wrong person...
Pun intended, I see
Fake it until you make it. See suggestion above.
Np m8.Thanx.Will look into this still.:)
I'm confused - Just opened the arma launcher and it says Expiditionary Forces is "Out Now!" but looking at the CLDC page, it's not.
yes its a problem with the launcher, the dlc will release tomorrow
I'm excited for Exped Forces
ZEUS! Give me the power of Reaction Forces, and I will be forever yours!
just keep in mind that reaction forces is not expeditionary forces 😄
It isn't? 
My apologies lmfao they're named so similarly and there isn't a dedicated channel
discord really fucked up with this toggleable channel system huh
yea indeed 🥴
sad noises. no HMG pacific CSAT RAM v.v
I got a work around, but still sad b/c I want Ghex camo x3
assemble in virtual garage and export from there
Hey guys, got a question Regarding the Air Control Mission. Is it possible to include mod vehicles and gear when using mods ?
Follow up, are other factions (CSAT mainly) planned as well ?
No and no
That's unfortunate, since the mission has so much potential :(
modern RPG variant is very nice 
The American RPG will be cool for PMC ops for sure!
Attention, recruits! 🎧 The Reaction Forces Original Soundtrack is now streaming on Spotify, Apple Music, and Amazon Music! 🌌 Dive into the emotional, atmospheric soundscapes that brought the CDLC to life. 🎶 More info and links: reactionforces.rotators.net#soundtrack #Arma3 #ReactionForcesOST
Is the helicopter and the car the only thing this dlc gives?
are you judging the CDLCs by the images you see in those twitter posts or what?
you can just google the name and will get at least two good sources of what does this include, either Steam or the unofficial Arma wiki.
No its just the YouTube reviews
Ok seems good
You can even learn through compat files
Ok
they are bad
and trash
and horridable
Dude's never watched a trailer for the cdlcs before
Why should i do that
Because they show you what's in the CDLC
You've never watched movies or played video games before?
I dont watch trailers
steam store page lists all the content
Reaction forces looks cool
Attention, recruits! 🎧 The Reaction Forces Original Soundtrack is now streaming on Spotify, Apple Music, and Amazon Music! 🌌 Dive into the emotional, atmospheric soundscapes that brought the CDLC to life. 🎶 More info and links: https://t.co/inpwze3l8Q #Arma3 #ReactionForcesOST
I just bought the dlc but isnt there a way to change the gun at the top of the pickup car
There’s an AA variant, an MMG, and a minigun I think (if that’s been added yet). They’re all separate vehicles you can place in the editor or zeus
you cant swap guns on arma vehicles
Oh then its just my bad
I can only see the mg
the SPMG is the only open top variant. there is a HMG variant in the AAF faction
Oh ok
AA variant is in various factions
you can check all vehicles more easily in the virtual garage
Ok
I really like the dlc
The new weapons are very cool and i like them
they feel good
And the new vehicles are cool
especially the pickup truck
and the new units look cool
Silly question for Rotating devs.
If there is a wood version, what kind of wood will the PSRL-1 use?
I want to bet there won't be a wood version. For the wood version, see the RPG
there is no more wood, deforestation went wild by 2035
they used up all the wood to build naval ships like the olden times 
We will burn the wood until the wildfire extinguishes itself
Omg I love it
please tell me there's a funky firetruck skin for the hemtt too 😄 , that'd make it perfect
if not we'll make one 👏
There's already a firetruck skin for the HEMTT in RF
It just didn't have the water cannon
Ooh ok neat
this one, on the right side
ps: fun fact. the helmet colors in the screenshot above are intentional. red is the team leader, yellow are the regular people, and green are the newbies
orange can also be used for newbies. it's just to differentiate them with brighter colors
blue helmets are EMS / medics
Hey just to double check because after all this is arma... are all the wildfire/firefighting mechanics MP compatible?
Sneak Peek: Here's one more small preview of the upcoming #Arma3 Reaction Forces CDLC update! 🚁 The Cougar helicopter's engine SFX has been completely overhauled, along with updates to the advanced flight model stats.
🎥 Watch here: www.youtube.com/watch?v=rUly...
How about on X? A lot of us have no interest on Bluesky.
They post the same posts on twitter too, you can just follow them there if you're more interested in looking at the content there https://x.com/TheRotators/status/1867930164581261520
Sneak Peek: Here's one more small preview of the upcoming #Arma 3 Reaction Forces CDLC update! 🚁 The Cougar helicopter's engine SFX has been completely overhauled, along with updates to the advanced flight model stats.
🎥 Watch here: https://t.co/yx9VyrJ901
Thanks
Yes, there are a lot of people that will never click on a link to Blusky, just like some won't click on a link to Truth Social. The official CDLCs using either Blusky, or Truth Social just feels too political, it's a turn off truthfully.
can't have everything
I'm not asking for anything, I'm just pointing out that I, and I know many others as well, that do not care for politics being injected into video games. Even if I were asking for something, I don't think it would be too much to ask that the official CDLCs avoid using highly partisan social media platforms.
people care about this stuff?
apparently
wild, one blue site or another 🤷♂️
I guess some people will always have something to complain about.
personally i dont see how posting on bluesky is "injecting politics into video games" - looks to me more like projection.
one blue is not like the other, after all 😄
"avoid using highly partisan social media platforms" is really funny, considering what twitter is and especially its owner
so much for free speech 😏
Enjoy your echo chamber
did you give the cougar some working instruments?
oh and next time please update on telegram!
only sound overhaul. basic instruments are working- same as base game helicopters
dont have a telegram account
that's alright I don't use either... I'm more pissy about the lack of working instruments then your choice of social media 😉
it's a marketing account. nobody is using it to argue with anyone.
if it weren't for that, i wouldn't be using social media at all.
Either way to much politics, and off-topic, people (especially marketing account) can be posted on the social platforms they choose to post. There is no must to follow them on the socials you don't like or push/force them to only use 1 type of social platform to share their info about updates.
So this discussion ends here 👍
The best social media is of course BI Forum. End.
6GB UPDATE COMING???
YEAH IT'S COMING!!! YAY!
will this fix?
https://feedback.bistudio.com/T183250
Creator SPOTREP!
FROM: @TheRotators
TO: Arma 3 Creator DLC Users
UNIT: Reaction Forces
ACTIVITY: Update 1.0.2
SIZE: ~3.5 GB
Changelog: https://t.co/MxBz4nAy0P
no, i can't remember why. either it was too late or we couldn't repro it, or this is an issue that can't be fixed (by us)
we'll investigate again for the next patch, but for now it sadly still there
Thanks for the reply. I'm glad you guys are aware of the problem already.
That's ok, I'll trying to fix and repro it again.
Anyway, congratulations on the new update! The new Western RPG, RWS/RKT Pickups and WS/RF compatibility are great!
Thankyou rotators team 👍
⚠️ Official Arma 3 RF CDLC servers were updated to new release https://arma3.com/news/reaction-forces-and-western-sahara-creator-dlcs-receive-updates , ping me if there are any issues
Can the AI fire the new frag rpg rounds at infantry?
Okay, on the HEMTT firetruck, player made mission in MP, how do you refill the truck with water? We used an ammo truck as the water amount counts down like ammo does but that did not work. Pulling up next to another truck that is full, doesn't work and doesn't give any options to fill.
Any ideas of this? Thank you so much.
Use the scenary tank
Scenary tank? I found the firefighter drop tank basically and can refill truck from that. What about refill tank? Helicopter can’t fill it. Not sure I’m supposed to refill the tank.
Oh neat can i use this for Tank Gunner and only load APDS
you need to script it. there is currently no other way
[myObject, "setFill", 1] call lxRF_fnc_bucket; this should fill up the reservoir to 100% again
myObject is the reservoir object
Whats the ROE for rocket pickup? is it meant for players not ai?
ai will use it as well
they will blast soft targets as if they are wielding a shotgun
I tried the repro in latest build again it's works fine and I can't repro it again! I'll remove that ticket, sorry and thankyou!
Oh wow. Thank you.
@blissful trellis ,Was thinking, An edit to the pfx colors and you could prolly make some fire retardant.Like the red stuff you see being used IRL.
Thanks for the Water weapon.Gonna make life alot easier for us with the CALFire C130 water bomber
Why are all the "Covered" Pickups suddenly all wrong? They have water-tanks AND trunk covers instead of the big cover
ACE
If it is ACE causing the issue, is there a way to fix it?
Yes, removing the ACE
or asking them to update their mod. not much we can do there
Hey guys. I'm curious, is there any reason why the MH-360 Cougar (the BLU variant with extra external stores and no floats) is set to scope=1?
it's officially the aaf variant. we only added it to AC in sp because the gunner with turret makes it a bit easier for regular players
I see. I saw it and thought "Hey, this is the most American transport helicopter in the game."
It's just my impression, but that's where my mind immediately went to
if you would like to spawn it, i have posted code for it in rotators discord
create3DENEntity ["Object", "B_Heli_EC_02_RF", screenToWorld [0.5, 0.5]];
there it is^
I mean, I managed through createVehicle array, but would still be easier to have it in the editor
ah
the makeshift pylons on the sides should speak against that 😄
Never underestimate a redneck 🤣
⚠️ Official Arma 3 WS+RF CDLC servers were updated with hotfix https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?tab=comments#comment-3537965 , https://forums.bohemia.net/forums/topic/284155-reaction-forces-changelog/?tab=comments#comment-3537966 ping me if there are any issues
@fierce gazelle, this is a belated reminder about bugs:
https://feedback.bistudio.com/T187560
https://feedback.bistudio.com/T187740
IDK if this is some mandela effect stuff, there was a pickup with laser guided rockets strapped to it right?
Like you'd lase something and the rocket would guide to it.
I can only find the AA variant
That's a mod that replicates how the real VAMPIRE rockets work. RF's Pickup is anti-air only since it fires the same SAAMI missiles used by the AWC 302 Nyx.
AKA "gameplay reason" over "realism/IRL counterpart"
Oh I'll have to track down that mod then. Thanks!
Found it, it's ARMA 3 Atlas if anyone's interested.
Arma 3 Aegis, actually
There's also this one https://steamcommunity.com/sharedfiles/filedetails/?id=3206967840&searchtext=pickup+at
But the Aegis one works best imo
I think it would be really cool if a MACE (mobile – acquisition cueing and effector) variant of the pickup was added
It’s for AA and especially to counteract drones
We've released Playable Content+ for our #Arma3 Western Sahara 🐪 and Reaction Forces 🚁 CDLCs! This experimental mod brings our Air Control scenario to Sefrou-Ramal. Check it out and share your feedback—we'd love to hear from you!
👉 https://steamcommunity.com/sharedfiles/filedetails/?id=3413009594
How do I spawn firefighters in the game I can't find how
Just like any other units.
do you know what category or team its under
Most likely it's civilian.
wheres cmd bar
A what
why would it be disabled?
What category or like where is the firefighting helicopter i can’t find
There is no firefighting helicopter
The heli is under the civilian Helis. Apply the texture using the virtual Garage, then under objects look for water, should find the bucket that you can sling load with the Heli
ohhh ok
Cant find heli name
is the virtual garage the appearance editor?
Yes
On the Civ side, under helicopter tap, should be the cougar
May have the name CH-Numbers
ok
what the heck I don't have that helicopter do I have to download them seperate or is it one of my mods glitching it maybe??
Do you have the CDLC enabled?
You have to turn CDLC on just like Mods. In the launcher is a cdlc tap where you can do that
alr thanks sorry I am new to this stuff haha
No problem 😀
wait so I go in the arma 3 launcher, then there should be a CDLC tab?? I cant find any tab that says CDLC
it's called "DLC"
oh
i have reaction forces on though
is it not compatible with expeditionary forces
the fire works and the fire trucks but just no helicopters its weird
I can't send screenshots in here but I would of my helicopters if i could
CIV > Civilians > Helicopters > "H245 SAR" sems to be what is carrying the bucket on the screenshot at the cDLC announcement newspage 
ok wait ill look for that rq thank you
i found it
And then I have to look for the bucket in the vehicle appereance correct
no, Props side, search for "Bucket", there are 2 of them there 
ok thanks
bro i found it thanks so much like you saved me hours possibly
it says "no space availible"
when i tried to attach bucket
i don't think you can slingload things from the editor easily. You need to start the mission, fly over the bucket and attach it with B button (at least in my bindings, not sure if default) 
there is a sling load module in 3den which you have to sync to the helicopter and the bucket object, then starting the mission will have it attached right away
ah ok
any way to have AI drop water with the bucket as Zeus? using zeus enhanced
Use the waypoints. Zeus is terrible it quite a few ways so you might need some composition script stuff.
I'm playing The Redacted from the Laws of War campaign and I have the reaction forces compat data loaded. As CSAT I'm equipped with a Katiba. Yet, I get the message that that were a "premium weapon" and the friendly reminders to buy the (C)DLC including those Icons all over the screen. That can't be right?
I'm guessing you also have Aegis loaded
Yes
The CDLC has an unused modified Katiba model
Aegis replaces the original Katiba with that model
Creating the dependency
Even in vanilla missions?
Yes, it's replaced at the config level
How unfortunate
Reaction Forces doesn't actually add anything to the vanilla missions, so I'd just recommend playing them without it
yeah. disable the compat data and restart that scenario
Aegis works without RF
Yeah ... you know how it is, that means to restart the game, changing the modlist. Next title that will be better ...
you can save modlists in the launcher
Yeah, I know. I just needed the compat data for some MP and thought afterwards, well let's play another one alone. 🙂
Hello i just made a dedicated server and i would like to automaticaly launch a missions from the reaction forces dlc but i can't find the name of the mission anywhere. Can one of you help me ?
"Air Control" on Altis is the open world PvE mission and with the official mod PCP it is on Sefrou-Remal (WS) too. "Cashpoint" on Malden and Tanoa is the
mission. Make sure that RF is properly and actually loaded. I was having a lot of problems before where the DLCs would keep unloading themselves.
i know that i need the name of the mission (exemple : rf_mission.pbo) to put it in my server.cfg so it only launch this missions automaticaly
I think that you can look in the Config Viewer.
what is the config viewer ?
if you need more detailed info you can ask in their discord, it's in pinned 📌 chat
MP_AirControl_m01 - Air Control Altis
MP_CashPoint_m01 - Cashpoint Malden
MP_CashPoint_m02 - Cashpoint Tanoa (Requires Apex DLC to join as client)
MP_AirControl_m02 - Air Control Sefrou-Remal (ONLY WITH WESTERN SAHARA AND PCP LOADED)
nice thank you
does anybody know if the RC40 drones work with the RHS m320?
Try it?
Yeah they work fine.
How does one refill the fire truck with water?
There's some water container prop that you need to fill in the editor.
Happy Birthday,
Reaction Forces 🎂 even if you miss your anniversary, we won't and won't forget you!
It's been whole year already?! Haven't played the missions yet and I bought it loooong time ago. Looks like I'm quite behind. 😀
Question about the Compatibility Data mod. I wanted to preview RF and EF, I own WS, so load up WS mod, and RF+EF CD mod. I can run a test mission (escape) as SP or host, but when I set a dedicated LAN server, to offload the AI for more FPS, it would say I need to OWN RF to join. If i turn OFF key verification, I can join.
No issues with EF CD mod. Is there something I need to do besides owning RF or turning off key verification?
missions from specific DLCs can only be played with DLC ownership, this applies to CDLCs too
you can load up the data and do a bunch of different things even if you dont own the DLC, but in order to play the missions, or DLC specific terrains (outside of the editor), you need to own them
That isn't the problem that they're having though. They can play locally, but not on a key verified server.
if that were the case it would tell them that they are using unverified data and which pbo are missing their keys
idk, maybe you're right, but that's what i gather from the way he worded it
The mission is ESCAPE. If I do not load RF, it should not spawn RF units and default to vanilla so should not be a hardcoded requirement. I will look the code and check.
Edit - there are no mod requirements for RF in the mission.sqf but I will ask the Escape team.
Edit 2 - tested loading ONLY RF CD into the server, ARMA 3 launcher shows that the user must own the cDLC with the X over the JOIN button. Manually loading only RF CD on the client and connecting to the server over LAN works though.
EF CD does not have this issue. I did not test other cDLC CD as I own all of it already and do not have the SSD space for duplicate CD mods.
weird. there is nothing different with our files. it's exactly the same as the dlc you download. maybe you should switch your server to that cdlc branch instead of using the workshop mod?
My server is basically the server exe from the client install. Normal branch, not performance. I do the same in DayZ SA with no issues. I will d/l for the server version and see what happens but this does not happen with EF CD for example.
yeah but like said, it's not something we have any influence over. maybe BI can say something more about it, i dunno. all we do is take cdlc data and upload it to the workshop. there are no changes or other differences
Can you verify it on your end or someone else check it?
i also have no experience with server stuff, so cant really say anything about it at all. but what i know is that there is a special server branch which includes cdlc stuff or something
Will try it when I return to the game den and report back
Which exact "ESCAPE" you talk about
Escape mission on Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1093996668&searchtext=escape.
check mission.sqm with its requiredAddons[] entries and the dlcs[] entry
I did. RF is not listed. Even when the server loads a non RF required mission, it still list RF cDLC required when only the RF CD is loaded.
Which third party hosting service you use
Local off my PC. Running the serverx64.exe from the steam arma 3 folder
Which version of Arma 3? Stable? Profiling? Development?
Current stable. You can replicate this behavior on your own PC so long as the cDCL is not owned as I do not own it. I did the same test with EFCD and it works where RFCD does not.
Of course I do. I am one of developer here...
Don't get me wrong. I am considering buying the cDLC but when testing the CD with AI, it has issues as outlined with a local dedicated server where EFCD does not.
Just reporting it for your team to review this issue.
No? I am not asking you to buy
You could try to generate a savegame (via hosted MP) and derapify make it readable to see if it stores a dependency
preloadAddons[] (set in config) may also play a role for the DLC check
or some modification of a non CDLC class by the CDLC
there are a couple of sqf commands you could try to check about active CDLC requirements (if you familar enough with console + scripting)
yeah, dependency check would be good, to see what exactly is causing this
Here is some easy to repeat steps:
Open ARMA 3 Launcher.
Under MODS , unload everything, except the RF Compatibility Data.
Under PARAMETERS, uncheck profiles, check server.
Do not check any cfg or configs so it will load a dedicated server with blank configs and no missions. Only the RFCD will get loaded.
Wait for the server process to start, then uncheck server.
Go back to MODS and unload RFCD and all mods.
Goto SERVERS menu and find your server.
it will be named SERVER under IP 127.0.0.1 : 2302 or a second instance under your PC's public IP.
The JOIN button will have an X over it.
Click on the dropdown and it will show the server requires RF cDLC.
When the above is repeated with the EFCD, you can join it and it will ask you to load the EFCD.
You are launching the server with the compatability data mod? 🤔
Yes because I do not own the cDLC and wanted to preview it. Same process for the EF CD.
I get the watermark spam on screen when I pickup the CD gear that I do not own so the ownership check is working. I just wanted to see how the AI uses it and wear the gear cosmetically.
Arma 3 Launcher is blocking me from launching the client to join with RFCD to server, like any other MP game. But if I do the same with EFCD, I can just join via the launcher and it will ask to load EFCD.
The only way I can join the server with RFCD was to manually turn OFF bikey verification on the server side OR just launch the client with RFCD loaded with the PLAY button, then join the server from within the game LAN setting.
Go back to MODS and unload RFCD and all mods.
Goto SERVERS menu and find your server.
it will be named SERVER under IP 127.0.0.1 : 2302 or a second instance under your PC's public IP.The JOIN button will have an X over it.
Are you trying to join the server which u just launched with the RF cdlc compat data mod with a client without the RF cflc compat data loaded?
Yes.
It does not allow me to join and suggest to load the RFCD.
well yeah... you need the same mods as the server
But if the same setup was done with EFCD, it works. The launcher will suggest to load the EFCD.
EF = Expeditionary Forces Compatibilty Data.
So the problem is that the launcher doesn't suggest the compat data mod but just shows an X?
YES!
This is with the stable build. I did not test profile due to bugs in MP games.
what about the other cdlc. WS for example
i don't know why the server would suggest EF but not RF. i just compared the workshop files and based on tags, etc. there isn't a difference
or maybe this could be an issue in the launcher? if it recognizes the other cdlc, but not rf. kinda weird
I've had problems with compat datas before like them not showing up properly as DLC and RF did have that weird ad glitch right?
are you guys gonna try and look into it? cuz ive given up on trying
no cool ram pick-up truck on our servers for me i guess
We are also out of the clue. Because we never did an update for a few days or even weeks that can cause this issue. In that regards, the game update is likely causing this, but still incredibly strange and low chance
And no, we cannot try. Because we have RF already
We need some volunteered people who doesn't have RF but Arma 3 in their Steam library if we proceed to test. Or nag some BI dudes to make a test environment
I heard someone say that if you uninstall with Steam, you can use the compat like you don't own it.
No, that's not how Steam's licensing works (or at least A3's)
Did not test since I own the cDLC already.I own all of the DLC and cDLC except for EF and RF, hence the testing.
Best would be a startup parameter to disable ownership for a specific/a set/all [C]DLCs.
No clue if implementation of such would open up an abuse risk.
That would be very useful indeed
if my understanding of the Compability data packs is right, its basically the vehicles, with less high quality textures (and polys maybe?) and without the coresponding maps and campagnes, right? wouldnt that issue maybe be resolved by offering a version that is simply just the content without the key?
do correct me if there is reasons why that shouldnt be done by you guys.
but this way servers could just add that pack as a mod and users would alternatively be able to download that and it wouldnt be flagged or have the play button crossed for others out as its technically "just some mod" and it would essentially be the same content you guys are giving out via the comp pack already, right?
it would at the very least be an alternative solution for servers facing the issue
Incorrect. Compat Data has identical data
And licensing issue is not really resolveable as Rotators Collective, but it is likely BI's responsibility. It is also not possible to overwrite some Engine-side licensing process from a Mod or CDLC itself AFAIK
Theoretically, such issue is not possible for multiple reasons. At least I can believe it's not our fault unless we miss anything not obvious. Maybe we can nag Dedmen after the weekend has ended
@high yarrow @runic palm However, can we have some RPT file when the issue has happened on someone's end? We need more info for sure
if you tell me where to find it im happy to provide as much as i can
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://pastebin.com/ (Set expiry time to 1 week or less) to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
Server RPT - https://pastebin.com/B0RxKYmQ
Client RPT - https://pastebin.com/M0qdJ6bC
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I switched to PERFORMANCE build last night due to high FPS loss on a server but the problem is still the same as I had quoted from Crumble above.
I can connect to the server via DIRECT CONNECTION to 127.0.0.1 or click PLAY with RFCD loaded, then multiplay, then selecting LAN game.
The RPTs were created as outlined previously.
Do you load the mission in the RPT?
Happens with the mission loaded or not. As I stated, the issue lies witt the Launcher not suggesting to load the RFCD. But it works with the EFCD in the same situation.
That is not what I asked, I asked because I see no missiom loading mention
Irrelevant to the launcher issue.
Server loading mission:
Vanilla only, can join from launcher - https://pastebin.com/wXBhVfps
RFCD only, direct connect - https://pastebin.com/k0f3QRDD
EFCD only, can join from launcher - https://pastebin.com/5urU7sUa
EFCD + RFCD, direct connect or from MP, LAN game - https://pastebin.com/FYRF3ee6
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
You can download the actual tested mission from here http://co10esc.anzp.de
I must confused two reports then, apologies
we have updated our playable content mod with a new version of Air Control - set on Tanoa: https://steamcommunity.com/sharedfiles/filedetails/?id=3413009594 The mission is still considered a beta, so general feedback and bug reports are welcome
Hey team, I see RF on sale. Wondering if the launcher issue has been reported to BIS?
No. The issue is not identified yet actually
What's the launcher issue?
scroll up a few posts... launcher does not advise to load the compatibility data when connecting to a server loading the compatibility data.
with the wildland firefighting aspect of reaction forces, and water buckets and whatnot- do you think we could get waterbombers? it would look nicley with firetruck and helicopter
Well they would need a plane for that.
Is there already water bomber stuff for the heli though?
The heli itself does not have a waterbomb feature. It is a part of the bucket which is slung
And plane does not have a sling feature in engine level
Is there any Item that allows the refueling of fire trucks? Keep running out of water.
There's some prop that you can fill from. It starts off empty so you need to change it's water percent parameter in the editor or with a script.
You happen to know the name of the prop?
Water Reservoir
Thank you Joe.
Sucks It starts empty. I have It for warlords.
How is it being spawned in? It should be easy to script.
It has to be called In. I am thinking having the Item placed at base and adding the code to It. I am testing this right now.
Seems this line of code will not work.
this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}]
Not counting as ammo.
@outer totem something along these lines
Thank you. Let me give this a try.
https://community.bistudio.com/wiki/Reaction_Forces/Modules_and_Functions
list of all their commands ^
I placed the line of code Into the Init section for the bucket but It did not seem to refill.
I can tinker with It and see what I get.
did you replace "myObject" with "this" ?
Lets give this a try
@west rock Thank you. I tested It this morning and It does work. Much love from this side.
so i just noticed that the mod.cpp file in the /EF/ folder does not have an appID. maybe this is why the launcher works there - it doesn't detect it as a dlc
fixed in next build (TM)
Going back to Air Control with mods and having a blast!
Had an Attack objective fail after the enemy QRF chewed up the friendlies. Then the "garrison" APCs spawned in instantly. Assuming this behaviour is not intended?
yeah, I think we fixed that for the new patch
I was making myself an anti-drone patrol mission, and thought it would fit well into air control too.
There is an issue with the reaction forces compatibility mod. For some reason its marking vanilla guns as DLC guns.
like the Katiba
Reaction Forces doesn't modify the vanilla Katiba. However, RF does have a modified Katiba model within its game files that the developers included for modders to use (this edited version of the model adds magazine proxies to the Katiba):
#901057622617247744 message
You're most likely running a mod that changes the vanilla Katiba to use RF's model, hence why it's marking it as a CDLC asset.
thanks g
Reaction Forces - Playable Content Plus
Air Control (Sefrou-Ramal) single player broken after latest update.
error thrown:
11:44:30 Loading movesType CfgMovesBird
11:44:30 Creating action map cache
11:44:35 Error in expression <_playerRequest") then
{
lxRF_dayTasks = lxRF_dayTasks + 1;
if !(_pickupPoint g>
11:44:35 Error position: <lxRF_dayTasks + 1;
if !(_pickupPoint g>
11:44:35 Error Undefined variable in expression: lxrf_daytasks
11:44:35 File lxrf\pcp_rf\Scenarios\SP_AirControl.SefrouRamal\functions.sqf..., line 2696```
no mods except RF PCP and RF/WS CDLC
multiplayer is include mainFlow.fsm but singleplayer is not.
thanks for the report, we'll check
what do you mean with "multiplayer is include mainFlow.fsm but singleplayer is not."?
never mind, i see. updated the files on the workshop now.
yeah that fixed thanks
Error while loading the key for keys\rf.bikey
seeing this in the server.rpt since 2.20 for couple of our Armahost DS
anyone else has this?
only for rf? since the key is provided by BI, nothing should have changed?
only rf yep. i guess i will run a verify a3/repair mods to see if that helps
weird that this would happen with 2.20
well might be a new debug (cant find the message on this discord before), and some server or update corruption
did you verify already and does it still happen?
@fierce gazelle still waiting on Armahost staff to assist/advise
ok it seems that it was an issue on their end/system to copy keys from mods/A3 server to server\keys (the rf.bikey was actually 0 KB)
alright, good to know. at this point, nothing surprises me anymore 😄
hey all! is there a way to add modded aircraft to the air control scenario??
Yeah, through another mod. It's pretty easy, though you need to do something harder for PCP+'s AC on the other terrains.
what other mod?
I am looking to change the factions and vehicles
You need to make it yourself. I can help you (or maybe I can make it if I have time and you send me the list of vehicles and the mods they come from).
Nah don't worry then, I thought it was going to be a quick click on the workshop, thanks for your time anyways!
hey, I'm back with another burning question lol: is it possible for a friend with only the compatibility data (not owning the cDLC) to join us in air control? We get an error saying that the friend joining is missing the cDLC.
no, DLC missions are tied to DLC ownership
roger thanks
Unless you both subscribe RC playable content + from workshop and you will host server with one of the available AC ports
Anyone have a nice easy way to trigger the wildfire module with an incendiary grenade?
You could make a script that spawns a wildfire and a mod that makes the grenade call that script when fired.
My first thought was to add a explosion eventhandler to an object and trigger it off that, but it works with a frag grenade, but not RHS's incendiary grenades, (I assume because they don't explode )
I could use a dmaged EH, but then I have to check for an incendiary grenade anyway
Or a fired event handler on everything.
Oh wow the BI forums are back online! 
I know there's an answer there
In case anyone searches for this in the future
create a trigger, and in it's condition add
count (getPos thistrigger nearObjects ["rhs_ammo_an_m14_th3", 10] select {_x inArea thistrigger}) > 0
And that trigger when you throw an RHS incendiary into the trigger area
You can anyways use EHs to detect such grenade went boom
Could do with some strategy pointers on Air Control as singleplayer.
I'm not really sure what tasks to do first, which are time limited and which progress things (e.g. I think two or 3 troop transport/combat missions and the day ends?)
e.g. starting on Sefrou-Ramal (because it's small) I immediately have the choice of:
- Transporting Ghost somewhere
- Medical supplies run
- Support attack
- Two bases very low on general supplies
...then as soon as I take off I am given priority Medevac.
Which is a bit overwhelming. I get that prioritisation is part of the scenario but ...
If you keep the bases with medical supplies, you never have to do medevacs. You can do virtually as much supplying as you want per day, so keep the bases full of ammo and medical supplies. The Huron with the big Huron crates is really good for that.
If you keep the bases supplied, supplying them more can wait until that day's fighting is done and supporting attacks/defending is less critical.
Thanks for the tips! 🫡
I've also realised the original Altis scenario does a bit more of an intro/handholding at the start
Sefrou-Remal is harder because it's so small you have more stuff always shooting you and there isn't much cover in some areas.
but garbage collection only deletes dead units
the drone is not dead unless you explode it
also we never delete the drone for anything
actually the HE drone gets deleted after detonation, but that's it
regarding detection radius, it should already be a lot smaller than the darter.
ok maybe it isn't. will be tweaked with next patch.
I know that but maybe there's a freak reason for it. I don't know how you exactly spawn the RC40 when its fired out of the launcher. Maybe if youre attaching it to the projectile. Ill have to investigate more on my end to figure out the details about the RC40 being deleted.
Nothing in the scenarios in which ive tested the rc40 and had it happen should be deleteing them (I made and scripted the scenarios) which is why im suspecting the garbage collector
Is there a log that I can watch for when it happens?
[_unit,"lxRF_RC40_deploy_fired",[_uav,_unit]] call BIS_fnc_callScriptedEventHandler;
[missionNamespace,"lxRF_RC40_deploy_fired",[_uav,_unit]] call BIS_fnc_callScriptedEventHandler;```This is called upon the RC40 being deployed from a GL round, if that helps
it's pretty much spawned like any other unit. i can't think of anything that would delete our drone but not any other vehicle
is it possible the unit was just idling so long that it ran out of fuel and crashed?
it can only stay in the air for a few minutes
No, it happens even while im controlling it. Ill use zeus to add a killed event handler and when it disappears ill know if it was destroyed or deleted
Does anyone know if there is a mod or update that allows you to save your progress in Air Control somewhere other than your user profile?
Because right now, it's really annoying when you're playing in a larger group and not everyone is always there, because then some people lose their progress (XP points).
And someone who was there in the last round always has to be there so that the entire mission progress isn't lost.
Also, somehow not all planes are reliably saved between two sessions.
Firstly, that is not supposed to happen. We (and mainly I) actually tried not to make the progress lost while some people are not around during a match and that's the biggest point of this feature.
And no, I intended to use Profile thus people will not lose their progress in the responsible user's profile folder, and it is extremely easy to throw the save data to other player by just sharing the corresponded file. Mainly the save/load progress is focused on small-to-medium amount of players' game not public and last-long game, that's why.
Do you have any error messages or? We actually heard of similar issue in our Discord, but we still haven't done a fix or deep investigation
There are no error messages, and at first glance, it appears to us as users that this behavior is intentional.
The following scenario occurs (example data and names):
-
September 30, 2025: The game is restarted on a dedicated root. Player 1, Player 2, and Player 3 are playing.
-
September 31, 2025: Players 1 and 3 continue playing, Player 2 is not online.
-
October 1, 2025: Player 2 returns and plays together with Player 4. However, they can only continue from the save game from September 30, as the progress from September 31 is not available. In addition, Player 2 is missing their experience points (XP); they start again with the initial values.
-October 2, 2025: Players 1, 2, and 3 play together again. However, players 1 and 3 are now missing their XP, and they have the choice of using either the save game from October 1 (which is missing the progress from September 31) or the one from September 31 (which is missing the changes from October 1).
I'm pretty sure that's intentional. You can easily share to a shared Google Drive folder or someting to share progress, like Polpox said.
but this does not help with XP-losing when you are not online for 1 session
Ohhhh
I understand the approach described by POLPOX, which makes sense in certain areas.
But it would still be nice if there were either a mod or even an official update to save the players and their progress on the server side so that such problems don't arise.
Then users can decide for themselves which method they want to use for saving.
I've also considered simply extracting the mission and rewriting it myself, and then hosting my version instead of the official one (private player circle, just 5 friends and me), but unfortunately the files are in ebo and not pbo format, meaning they are encrypted.
The Playable Content Plus companion mod has the files in PBOs (for Tanoa, Sefrou-Remal, and Stratis, which means that you don't actually need to own RF to play them) and the template/porting guide are in the Rotators' Discord server.
Can you give me the savedata for a deeper investigation?
where do i find them?
we also just had an incident. My bro had to restart Arma mid-day and when he came back all his EXP where set back to 200
Do you know where to find your A3 profile inside your Documents folder? It's in there and called MP_AirControl_m01.vars.
And that vars stores all save data
I actually intended to do so, since the topmost user (in role selection) has the responsible to load the data and ultimately store them. Which means people can gather around in one of official servers and call it a progress, unless I misrecall something. If you think it's not too explained well, well I admit.
Of course losing EXP doesn't look alright so we'll se what we do
One personal complain is it's hard to repro, because it requires an another Steam account to test
if you want to, ich could help testing. if you need a second account.
I will text you via DM
CHX's Air Control QoL Extender
Expands the Reaction Forces Air Control mission with advanced quality-of-life features for air operations and tactical command.
📋 AirControl Tablet
Two-page interface with Tactical Overview (garrison, supplies, morale, wounded, artillery, etc.) and Base Details with real-time navigation (distance, bearing, ETA).
Automatic color-coding for instant situational awareness.
🚁 Enhanced Slingload System
When attaching containers, the system automatically detects which base needs the cargo most, showing destination, distance, direction, and ETA via a tactical HUD with one-click target lock.
💨 Automatic DropZone Smoke
Automatically deploys color-coded smoke near correct drop zones (Yellow = Supplies, Red = Medical, Blue = Ammo).
Smart detection, multi-aircraft support, and auto-cleanup included.
⚙️ Fully Configurable (CBA)
Customizable thresholds, HUD behavior, full EN/DE localization.
→ Full feature list & screenshots on the Workshop page!
https://steamcommunity.com/sharedfiles/filedetails/?id=3586902111
Other force 😁
Are you holding boost/turbo?
yes, turbo
finally Arma 3 CDLC: OTHER FORCES, just basically home guards, police, coast guard etc
did i just descripting Gendarmerie?
Ran into an issue with the score page and the RC-40 HE drones
Using them counts as friendly kills
Detonate them manually and that won't happen.
That's a pretty simple solution
So it's a friendly fire if you do umm, kamikaze it instead of detonating it manually?
Yeah
Every kamikaze was counted as a friendly fire
It would take more testing to be certain whether the detonate was friendly fire, or if this caused more issues than mucking up the scoreboard
That makes sense and seems to be an "issue" while I am not 100% sure there is a scripted workaround not to count as one
The Arma 3 Creator DLC: Reaction Forces update v1.0.5 has been released! Changelog can be found here: https://store.steampowered.com/news/app/107410/view/537746474022209054
FROM: Rotators Collective TO: Arma 3 Creator DLC Users UNIT: Reaction Forces ACTIVITY: Update 1.0.5 SIZE: ~2.7 GB Changelog DATA FIXED: VRCO-S pistol optic model issue in 3rd person FIXED: Pickup headlights (light mesh element) would turn invisible in LOD1 FIXED: RC40 drone was removed by the garbage collector even though it was still alive FIXE...
Official Arma 3 CDLC RF servers were updated, due to some issues they on #perf_prof_branch server binary , please let me know if there are any other troubles.
the 12.7mm ash-12 can use the 9mm magazines from the glock 19x, not that I mind there being a 65 round magazine for the rifle though.
I cannot confirm
some mod issue, i guess
Hello everyone, quick question:
in the Air Control scenario, is it possible to order Nightmare-1 where to drop supplies? Thanks!
I don't think so.
That's a shame, thanks anyway!
the air control mission for coop makes my arma kill itself
that could be anything that can kill arma, be specific
or at least provide rpt files to find out if it's indeed the air control that caused it
!rpt
Arma generates an .rpt log file on every run. This log file contains a lot of information like the loaded mods or any errors that appear, and can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localAppData%/Arma 3
Additionally see the Crash Files wiki page for more information.
To share an rpt log here, please use a website like https://pastebin.com/ (Set expiry time to 1 week or less) to upload the full log, that way the people helping you can take a look at it and try to figure out with you the problem you encounter.
Note: RPT logs can hold personal information relevant to your system, the game or others.
i take it back actually
restarting pc fixed the issue
ermmmmmm i suppose the ai windows 11 updates to blame
every restart fixes one issue at a time
Always
win11debloat 😉
unless you are (that one person must exist I guess) someone who needs copilot and all the other crap windows 11 has that no one asked for.
I do know somebody who uses Microsoft Copilot all day and for everything 😬 and even claims they like Windows 11.
it could probably fix my fps too
The RC-40 seems to be missing from a fair few rifles in my game. I am unsure what is causing it
which rifles
The ASH-12 analog, Promets, XMS, Spar-16s all grenade launcher variants of course
The GLX-40 and MX series is able to launch just fine
The Katiba is also unable to use the RC-40
I tried with no mods running and was still unable to launch them out of those rifles
i just checked with RF and WS loaded and all mentioned guns can fire RC drones just fine.
so you're unable to launch them or they don't show up as a compatible grenade?
they don't show up as a compatible grenade in the armory
I just realized I had all the cDLCs besides contact running so it may be that causing issues
SOG does it
I see, very unfortunate. Is there any potential workarounds?
CBA's magazine thing might fix it (or break it more).
I've tried it with a SOG CBA compat. Funny enough it allows all the SOG guns to use the RC-40 and the like, but still keeps everything else broken
You'd need a RF compat, I think.
Maybe https://steamcommunity.com/sharedfiles/filedetails/?id=3217606501
had that running too
any way we can get modded Helos in Aircontrol and get Xp from Nightmare 1
For Altis Air Control, the purchasable units like helicopters can by modified by making a mod that uses a config to modify CfgSettings_RF >> mission_AC >> Units_List_SP[] and CfgSettings_RF >> mission_AC >> Units_List_MP[]
For the other Air Control missions, you need to modify the mission file itself.
In Air Control
We destroyed an AA vehicle and it removed the AA defense of that sector.
We took a break and when I restarted the server, the AA bubble was back. Is that by design?
probably the auto saving isnt started before you restarted the server
It saved everything else. My $, my vehicles, etc
Air Control is an awesome game mode though.
What I appreciate the most about the game mode is the smooth performance. The author did such a great job controlling how many active assets are simulated in the game world simultaneously.
I wish we had something equivalent for ground ops.
air missions are the easiest to optimise, in my opinion. Ground ops would be either small-scale or require way more scripting
Air control is fully playable even from the ground and i would say its quite opposite with optimisation of ground unit vs infantry. Especially when all battles are simulated in AC so infantry can join and have proper ground experience
yeah, there is always something going on, we didn't just disable all ground units and faked it. they are usually around in some form
Its a fantastic mission. You guys did great
I tried playing it from the ground, but kept failing the tasks since they were too far away
yea, playing as infantry is more for mp environment. sp is geared primarily towards helicopters
are you using fast travel mechanic? ( you can teleport to almost every task from the ground, with or without vehicle to join battle)
