Arma 3
26 ratings
Training Grounds Version 1.3
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop, FiringDrill
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: Altis
Meta: Dependency
File Size
Posted
Updated
879.971 KB
22 Sep, 2014 @ 11:15am
9 Aug, 2015 @ 9:57am
4 Change Notes ( view )

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Training Grounds Version 1.3

In 1 collection by [TNC] Thai Lizard
Training
3 items
Description
Work in progress. Features so far include an arsenal with all the Arma 3 weapons - with the option of adding weapon mods so these can be accessed as well through the arsenal boxes - all the Arma 3 land and air vehicles to date, an extensive firing range that go from 5m to over 3000m on stationary targets, concealed and covered stationray targets and moving targets. Firing positions include the option of using elevated positions and firing through firing slits and loopholes. Planned features include more long range targets, concealed and covered moving targets, specialized firing ranges for mgs, launchers, vehicles, pistols and grenades, as well as sea vehicles, a mock city filled with targets for large scale attack with combined arms and CQB and more.

PS! The firing range will be South-East of your spawn, while the structures to your front right are merely some copies for easier editing.

Update 1.1: Added automatically respawning A.I. and toggleable ballistic trajectory lines. NB! I borrowed the code for the ballistic lines from https://forums.bistudio.com/topic/154934-quick-and-fun-projectile-path-tracing/ and it should be noted that I changed the code so it can be turned on by clicking 0,0,1 (radio) and once turned on, it cannot be turned off (so you have to restart if you want to toggle it off completely, although you can remove the current lines as you go through the scroll menu.) The A.I. spawn automatically 5 seconds upon a A.I.'s death, but for the A.I. to respawn you have to load the mission in multiplayer - 'multiplayer', 'new' and then load the mission through there, LAN for personal use works too - since the respawning only works with multiplayer.

Update 1.2: Added boats, underwater wrecks with hostile divers, targets behind wood and metal at angles for bullet penetration tests, player respawn, map markers, DLC helicopters and container supplies and a firing range for heavy weapons and vehicles.

Update 1.3: Added a guarded oil rig. I got the oil rig (without guards) from here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=417808747&searchtext=oilrig .Thanks to Nakusuru for allowing me to include his creation in this scenario. NB! The respawn on the guards may or may not act a bit funny.
10 Comments
Anton.B 22 Nov, 2015 @ 4:26am 
nice traning map like it :D
[TNC] bauertschi 6 Aug, 2015 @ 12:46pm 
oooh, noice
[TNC] Nighth4wkG4ming 5 Aug, 2015 @ 2:51pm 
nise job lupus will have to give this a crack since the knew update!:steamhappy:
[TNC] IRISH WES 5 Aug, 2015 @ 12:34pm 
good read very usefull
[TNC] Thai Lizard  [author] 5 Aug, 2015 @ 11:38am 
Just updated a few things, ballistics tracing being one of them.
jmellinger473 3 Aug, 2015 @ 10:41pm 
Is it possible to add bullet trace functions...Dyslexi used it for his ballistics tutorial...would be cool to see bullet path..even bullet cam so you can see where the rounds are going...with function to clear the bullet paths so it doesn't get too cluttered...
[TNC] Thai Lizard  [author] 28 Dec, 2014 @ 1:04pm 
Hm, the new Arma 3 updates may have changed some stuff.
RealFoxMoscow 28 Dec, 2014 @ 11:51am 
okay lol btw their is no loadout box but great mod possibly could you put in some AI or moving tarets but very good mod
[TNC] Thai Lizard  [author] 28 Dec, 2014 @ 11:25am 
Should be an arsenal box where you can select your entire loadout where you spawn, as well as along the firing range. Armaholic has some weapon mods available too, although only the newer ones seem to be fully functioning.
RealFoxMoscow 28 Dec, 2014 @ 7:34am 
btw where can i find all of the weapons?