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Arma 3 server =GEN= | Training Server

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Under construction...


Cartoon Generals Testing & Training server


Required mods on this server.



What does the name Community Base Addons mean? It is a system that:

Offers a range of features for addon-makers and mission designers.
Aims to have community wide acceptance and to be used as much as possible by community addons to maintain compatibility.



ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.

Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.

Authentic Gameplay Mod




The team that brought you the BWMod is now working on a modular, open-source realism/authenticism mod for Arma 3. This project originally started as a fork of TMR, but since evolved into something bigger, with only a few parts still taken from Taosensai's work.

The AGM mod tries to achieve the maximum amount of authenticity possible in Arma 3 without sacrificing playability. The mod is modular, so you can disable features that you don't want or are incompatible with other mods.
All the code is open-source, so everyone can contribute, or fork this repo and customize it to their own needs.

More information on the purpose of the different components of AGM and which ones they rely on can be found here.


Improved medical system
Logistics system including cargo transport and vehicle maintenance
Explosives system including different trigger types
Captivity system
Realistic names for vehicles and weapons
Realistic ballistics including wind and humidity
Backblast simulation
Weapon resting
A fire control system for armored vehicles and helicopters
and more...




Welcome to the ACRE2 Public Beta release! I hope you are as excited as I am to finally have this project out and in the wild! For those who are not familiar with ACRE from Arma 2 or the semi-public port of ACRE1 to Arma 3, ACRE is a full fledged communications suite for Arma, allowing realistic radio and voice communications through Teamspeak 3. The original ACRE released in the Summer of 2010 set the bar for communications in the Arma series and allowed what was once the tedious and long task of organizing Teamspeak or Ventrilo channels, with multiple whisper lists and no direct communications between groups, to be reduced to a natural implementation in a single Teamspeak channel. All players are able to speak with each other directly or use in game configurable radios to communicate at longer distances providing unparalleled immersion in the Arma series.

ACRE2 takes what ACRE1 pioneered to a whole new level. With increased performance and stability ACRE2 provides and even more immersive communications experience for the Arma user. Direct voice communications has had a complete overhaul and introduced new features such as occlusion from the environment, including vehicles and buildings, as well as multi-channel audio, allowing voices to be heard from multiple sources. A new virtual language feature in the Babel System allows mission makers to designate "languages" to certain players, making those that do not speak the same language indecipherable. This presents a multitude of gaming scenarios including player translators (Babel allows multiple languages per-person) and enemy communications that are unable to be understood.

The core feature of ACRE has always been radios though, and that has undergone major improvements in ACRE2 as well. A new, extremely powerful and modular distributed data system allows for a whole manner of new features to be simulated in a robust and reliable way, and powers the most realistic real time radio simulation released in either the civilian or military market. The new data system is designed to support large numbers of radios, in a JIP compatible and persistent world setup, as well as allowing for the future implementation of highly advanced features such as data event logging and radio replay ability. While the public beta only implements two functional radios at the moment the robust and well documented framework allows for rapid prototyping and easy implementation of new radio systems by ACRE as well as the community at large. The entire system is implemented in a way to maximize commonality with current Arma modding practices, going so far to even allow individual sounds of the radios to be modded by the community or any other feature.

Of the two current radios implemented, the AN/PRC-148 is a highly detailed simulation of the real device, offering by the book use, and while still feature incomplete the radio is set to be expanded rapidly with advanced simulation features such as SINCGARS frequency hopping (as well as other ECCM modes) and COMSEC simulation. Further radios, including the well known AN/PRC-119 and AN/PRC-117, as well as a new MANPACK radio are queued for development in the short term.

Radio broadcasts have also received an immersion boost. Handling of radio speakers (as in amplified speakers) are now natively implemented in the ACRE engine, allowing radios, including the AN/PRC-148 to emit received broadcasts to the game world and be heard by everyone around them. This includes radios attached to your person. The new custom multi-channel audio system also handles hearing both a person on radio and on direct speaking, removing confusing situations present in ACRE1 where a person next to you might not be audible if your radio volume was turned down, even though you were physically near them.

But enough talking about ACRE2, lets get it in your hands!

Current TS3 Support:

A short list of the critical new features in ACRE2:
Real time voice occlusion for world objects, including buildings.
Babel language system that allows you to implement virtual languages on other players.
Multi-channel audio, allowing people on the radio to be heard locally as well.
Radios with external speakers.
A highly detailed AN/PRC-148 simulation (still a WIP implementing all features).
Increased performance and stability.
A highly customizable and documented framework for the creation of radios.
A highly customizable and documented framework for implementing different game modes (persistent world, replays, logging, external data storage, external radio control).
Customizable sound configs that allow traditional patching of sounds played in ACRE via Arma addons.
Customizable radio presets, allowing groups to define radio presets in additional addons for mission makers to take advantage of (also see the F3 framework).
Enhanced and easily configurable vehicle sound occlusion and intercoms.

If you are choosing a manual installation from the download link please follow these short instructions for an easy installation:
Download from the below link and extract the zip file to your hard drive.
Open the extracted folder and open the Teamspeak/plugins folder.
Copy the correct version of the plugin dll for your Teamspeak installation.
Navigate to your Teamspeak installation and open the plugins folder.
Paste the plugin into that folder, overwriting any current ACRE2 plugin.
Return to the extracted folder and go to the Game folder.
Copy the @ACRE2 folder.
Navigate to your Arma 3 installation folder.
Delete any current @ACRE2 folder and then paste in the @ACRE2 folder you copied from the extracted zip.
Open the pasted @ACRE2 folder and copy the userconfig folder.
Return to the root Arma 3 directory and paste the userconfig folder in this folder, overwriting (merging) with any existing one.
Create a new shortcut or edit an existing one, and add @ACRE2 and @CBA_A3 to the -mod parameter, for a longer explanation see this tutorial:
Launch Teamspeak 3 and enable the ACRE2 plugin in the Settings > Plugins window.
Launch Arma 3 from the shortcut you created.


cTab Commander's Tablet


cTab, "The Commander's Tablet", is an Arma 3 add-on that provides players with quick access to command and control features including Blue-Force Tracker, UAV video and control interfaces and unit helmet camera access.
The add-on includes a Rugged Tablet for command units, a field-portable Android Device for tactical units, in-vehicle map devices, and helmet mounted cameras for non-command units.

Commander's tablet
Working FBCB2 Blue Force Tracker system
User placed makers - place markers for enemy, medical and general purpose
Tracks all crewed Bluefor Military vehicles
Tracks any dismounted troops with the proper equipment
Android based Blue Force Tracker
Commanders Tablet can view live UAV streams
Commanders Tablet can view live Helmet Cam streams
Vehicle mounted FBCB2 interface, Blue Force Tracking
Tactical Awareness Display (TAD) for air vehicles, Blue Force Tracking
This system is available to only one side at a time, there is a mission configurable parameter to choose sides
None of the markers or icons show on maps, need one of the devices to view

Edited by =GEN=Hodgy

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Ok tested last night with Lead.


1: Refresh the server with play with six

2: create a collection from the server mods.

3: Download and install them

4: Make sure Ts3 is running as admin.


Good to go. :)

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