
As such, it is quite an expensive asset to have and should be kept safe. As well as being a light-combat ready APC, it can also repair, refuel and rearm other vehicles on and off of the battlefield. This is a multi-functional combat recovery vehicle. IE, if enemy destroy the Tent Hangar, you lose your cap increase per Tent Hangar at that FOB. The Tent Hangar can only be built at an FOB with an already built Flight Control and is only active whilst that Flight Control still exists.
#Arma 3 zeus mod groups not free#
This raises the fixed wing cap by 1 and without a free plane slot you won’t be able to build any more planes or jets. IE, if enemy destroy the Flight Control, you lose your cap increase per Helipad at that FOB. The Helipad can only be built at an FOB with an already built Flight Control and is only active whilst that Flight Control still exists. This raises the rotary wing cap by 1 and without a free helicopter slot you won’t be able to build any more helicopters. In order to build the Helipad or Tent Hangar structures explained below, you must have a Flight Control structure at the same FOB. This structure is the first prerequisite to building any air vehicles. For example, you don’t need the Salvage Depot to recycle a set of sandbags, as these are free in the buildings list, you do need it to recycle a Hunter (or even an enemy Ifrit) however. This structure is needed at an FOB to recycle anything that was not free, at that FOB only. Crates not stored in any storage areas will delete on server restart. This is a free storage area that holds 40 resource crates, if crates aren’t stored within a storage area at an FOB, they won’t be counted to any resource piles. These are also placed at production sectors once captured so that the production there can be organised into this area. This is a free storage area that holds 12 resource crates, if crates aren’t stored within a storage area at an FOB they won’t be counted to any resource piles. This is a cargo truck however and as such, can be much more suitable at times. FOB TruckĮxactly the same as above but in truck format, you won’t get this at your starting position (although that edit is simple if you’d like to begin at Chimera with a truck rather than container). This is a cargo container and when 1000m from your starting position AND 300m from any sector, you can “deploy” (scroll menu) it into an FOB. You only get 1 freeby (although it does respawn if damaged before used) and afterwards you need to buy the next. This is the container you will see at your starting position when you first begin the campaign. If you wish, you can set “Mobile Respawn” to disabled so that redeploy is unavailable and players must use FOB spawn points. Depending on your choice of preset this may even be a light APC, such as the M113 within the RHS mod. The vehicle itself must be stopped for players to see it in the spawn menu as “Mobile Respawn”. This is a medical truck which not only acts as a source for unrequited healing but also a vehicle you can redeploy to. The Arsenal Box will lose its vArsenal which would mean it is empty and only good for transporting large amounts of the same from an FOB's own vArsenal (so no “unlimited without work” attribute). Keep in mind that this is an "unlimited supply" of all things weapons and gear related and if you wish you can set “Mobile Arsenal” to disabled via the lobby parameters. Good for bringing supplies to those on the battlefield and in desperate need. These are the buildings/objects/vehicles within the Logistical Tab (second from the end for Commander, end for everyone else).

Why do my changes in the missionfile doesn't apply ingame / get reverted?.Why there are no enemies spawning at the sectors?.


Why doesn't the mission save on my linux server?.Why do I spawn on the spawn island with no functions?.Why can't I make changes to the parameters in the lobby?.Parameters set correctly but non-medics can't revive with medikit?.How does the scripted server restart work?.How does the mission parameter saving/loading work?.How can I increase the sector despawn time?.How can I grant production/logistic dialog access to other players?.How can I build my FOBs closer to sectors?.This FAQ section will be expanded depending on upcoming frequently asked questions.
