Arma 3
Star Wars Opposition Compositions
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Update: 2 Jun, 2018 @ 10:09am

Added '(Z) Quarantined Labs' to ===Structures===

========Contents========
Compositions denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

-(Z) Civil Airport(Large):
I kind of got carried away and made it way too big. Though it is compatible with the Advanced Compositions Module... I would probably recommend against spawining it on a server while there are others on. Test it out first. Anyway, I made it because I wanted to have something nice to launch ships off of, I didn't really have any other inspiration in mind. Because of its size, I'm not sure how useful it'll be, but I had a lot of fun making it. I'll probably make a smaller version.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

-(Z) Air Support Station:
I made this because the Civil Airport was way too big. I just wanted to make a small platform that could be used for both launching an Operation and as a 'Point of Interest' if necessary

-(Z?)Stealth Insert Bay (x3):
They have a console that will lauch the HEV Drop Pods. There are three different versions (24 HEVs, 18 HEVs, and 10 HEVs + Command Center). The HEVs are resuable. Can be added to your unit ship or the interior of a static ship to increase immersion. Please note that if you do Zeus them in, the code neccessary to launch the HEVs will not be copied, so it becomes a static room.
The Launch Console locations are as follows: [(24)- Directly in front of the HEVs, (18)- Next to the room entrance, (10)- The Holo Table on top of the Command Center.]

NOTE: I've tested them and the only way that I've found to get around the bug where they fall too quickly is to use "Q" or "E" to rotate the HEV that you're using at least once while falling. I'm not sure why that works, just that it does.

-(Z) Republic Frontline Armory:
Just something that could add some immersion to frontline some frontline battles. I included some containers that come prestocked with ammo and ordinance if you add through the editor. If you spawn it using Zeus, the ammo and ordiance are not added and if you want them to dispense ammo, the only option is to make them arsenals.

-(Z) Defendable Landing Pad:
Underneath the landingpad are barriers. Kind of a last stand sort of piece if you wanna go that route.

-(Z) Quarantined Labs:
Is it a lab researching deadly diseases? Weapons? Bioweapons? A medical facility for housing patients with a virulent plague and while desperately trying to find a cure? A factory for manufacturing weapons with delicate instrumentation? Or maybe it has been mysteriously abandonded and nobody knows why? It can be any of those things and more! Aside from the quarantine areas and the command center, it's pretty bare, so you can customize it however you want! The heavy lifting has already been done, all you have to provide is the flair.
Due to the nature of it, there's only one entrance, though you can replace one of the 'modular walls' with a 'modular door' on the opposite side to give it another one.

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Weapon Racks:--
-Republic
-(Z) Republic (x5)
-Rebel
-(Z) Rebel (x3)

Update: 31 May, 2018 @ 12:42pm

Added '(Z) Defendable Landing Pad' to ===Structures===

========Contents========
Compositions denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

-(Z) Civil Airport(Large):
I kind of got carried away and made it way too big. Though it is compatible with the Advanced Compositions Module... I would probably recommend against spawining it on a server while there are others on. Test it out first. Anyway, I made it because I wanted to have something nice to launch ships off of, I didn't really have any other inspiration in mind. Because of its size, I'm not sure how useful it'll be, but I had a lot of fun making it. I'll probably make a smaller version.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

-(Z) Air Support Station:
I made this because the Civil Airport was way too big. I just wanted to make a small platform that could be used for both launching an Operation and as a 'Point of Interest' if necessary

-(Z?)Stealth Insert Bay (x3):
They have a console that will lauch the HEV Drop Pods. There are three different versions (24 HEVs, 18 HEVs, and 10 HEVs + Command Center). The HEVs are resuable. Can be added to your unit ship or the interior of a static ship to increase immersion. Please note that if you do Zeus them in, the code neccessary to launch the HEVs will not be copied, so it becomes a static room.
The Launch Console locations are as follows: [(24)- Directly in front of the HEVs, (18)- Next to the room entrance, (10)- The Holo Table on top of the Command Center.]

NOTE: I've tested them and the only way that I've found to get around the bug where they fall too quickly is to use "Q" or "E" to rotate the HEV that you're using at least once while falling. I'm not sure why that works, just that it does.

-(Z) Republic Frontline Armory:
Just something that could add some immersion to frontline some frontline battles. I included some containers that come prestocked with ammo and ordinance if you add through the editor. If you spawn it using Zeus, the ammo and ordiance are not added and if you want them to dispense ammo, the only option is to make them arsenals.

-(Z) Defendable Landing Pad:
Underneath the landingpad are barriers. Kind of a last stand sort of piece if you wanna go that route.

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Weapon Racks:--
-Republic
-(Z) Republic (x5)
-Rebel
-(Z) Rebel (x3)

Update: 26 May, 2018 @ 8:17am

Renamed:
-'Republic Gun Shelf' to 'Republic Armory Rack'
-Merged 'Gun Shelf' and 'Gun Racks' into one category, "Weapon Racks"

Added:
-'(Z) Republic Armory Rack'(x2) to ===Misc===
-'(Z) Rebel Armory Rack' (x3) to ===Misc===
-'(Z) Republic Frontline Armory' to ===Structures===

========Contents========
Compositions denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

-(Z) Civil Airport(Large):
I kind of got carried away and made it way too big. Though it is compatible with the Advanced Compositions Module... I would probably recommend against spawining it on a server while there are others on. Test it out first. Anyway, I made it because I wanted to have something nice to launch ships off of, I didn't really have any other inspiration in mind. Because of its size, I'm not sure how useful it'll be, but I had a lot of fun making it. I'll probably make a smaller version.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

-(Z) Air Support Station:
I made this because the Civil Airport was way too big. I just wanted to make a small platform that could be used for both launching an Operation and as a 'Point of Interest' if necessary

-(Z?)Stealth Insert Bay (x3):
They have a console that will lauch the HEV Drop Pods. There are three different versions (24 HEVs, 18 HEVs, and 10 HEVs + Command Center). The HEVs are resuable. Can be added to your unit ship or the interior of a static ship to increase immersion. Please note that if you do Zeus them in, the code neccessary to launch the HEVs will not be copied, so it becomes a static room.
The Launch Console locations are as follows: [(24)- Directly in front of the HEVs, (18)- Next to the room entrance, (10)- The Holo Table on top of the Command Center.]

NOTE: I've tested them and the only way that I've found to get around the bug where they fall too quickly is to use "Q" or "E" to rotate the HEV that you're using at least once while falling. I'm not sure why that works, just that it does.

-(Z) Republic Frontline Armory:
Just something that could add some immersion to frontline some frontline battles. I included some containers that come prestocked with ammo and ordinance if you add through the editor. If you spawn it using Zeus, the ammo and ordiance are not added and if you want them to dispense ammo, the only option is to make them arsenals.

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Weapon Racks:--
-Republic
-(Z) Republic (x5)
-Rebel
-(Z) Rebel (x3)

Update: 22 May, 2018 @ 5:19am

Added "Stealth Insert Bay" (x2) to ===Structures===

========Contents========
Compositions denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

-(Z) Civil Airport(Large):
I kind of got carried away and made it way too big. Though it is compatible with the Advanced Compositions Module... I would probably recommend against spawining it on a server while there are others on. Test it out first. Anyway, I made it because I wanted to have something nice to launch ships off of, I didn't really have any other inspiration in mind. Because of its size, I'm not sure how useful it'll be, but I had a lot of fun making it. I'll probably make a smaller version.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

-(Z) Air Support Station:
I made this because the Civil Airport was way too big. I just wanted to make a small platform that could be used for both launching an Operation and as a 'Point of Interest' if necessary

-(Z?)Stealth Insert Bay (x3):
They have a console that will lauch the HEV Drop Pods. There are three different versions (24 HEVs, 18 HEVs, and 10 HEVs + Command Center). The HEVs are resuable. Can be added to your unit ship or the interior of a static ship to increase immersion. Please note that if you do Zeus them in, the code neccessary to launch the HEVs will not be copied, so it becomes a static room.
The Launch Console locations are as follows: [(24)- Directly in front of the HEVs, (18)- Next to the room entrance, (10)- The Holo Table on top of the Command Center.]

NOTE: I've tested them and the only way that I've found to get around the bug where they fall too quickly is to use "Q" or "E" to rotate the HEV that you're using at least once while falling. I'm not sure why that works, just that it does.

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Gun Racks:--
-Republic
-Rebel

Gun Shelves:
-(Z) Republic (x3)

Update: 18 May, 2018 @ 12:12pm

Added Drop Bay to ==Structures==

========Contents========
Compositions denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

-(Z) Civil Airport(Large):
I kind of got carried away and made it way too big. Though it is compatible with the Advanced Compositions Module... I would probably recommend against spawining it on a server while there are others on. Test it out first. Anyway, I made it because I wanted to have something nice to launch ships off of, I didn't really have any other inspiration in mind. Because of its size, I'm not sure how useful it'll be, but I had a lot of fun making it. I'll probably make a smaller version.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

-(Z) Air Support Station:
I made this because the Civil Airport was way too big. I just wanted to make a small platform that could be used for both launching an Operation and as a 'Point of Interest' if necessary

-(Z?)Drop Bay:
It has a console that will lauch the Drop Pods. Can launch max of 24 at a time, but the pods are reusable. I personally would recommend adding this structure to a ship or something to increase immersion. You can use the advanced compisition module, BUT the code which launches the HEV's will not be copied. Zeus can be in charge of spawns as the console can control where the HEV's are launched to. I've tested it and the only time I got a bad module crash is when I launched the pods with nobody in them.

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Gun Racks:--
-Republic
-Rebel

Gun Shelves:
-(Z) Republic (x3)

Update: 11 May, 2018 @ 10:33am

Added (Zeus) Air Support Station to ==Structures==

========Contents========
Compositions denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

-(Z) Civil Airport(Large):
I kind of got carried away and made it way too big. Though it is compatible with the Advanced Compositions Module... I would probably recommend against spawining it on a server while there are others on. Test it out first. Anyway, I made it because I wanted to have something nice to launch ships off of, I didn't really have any other inspiration in mind. Because of its size, I'm not sure how useful it'll be, but I had a lot of fun making it. I'll probably make a smaller version.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

-(Z) Air Support Station:
I made this because the Civil Airport was way too big. I just wanted to make a small platform that could be used for both launching an Operation and as a 'Point of Interest' if necessary

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Gun Racks:--
-Republic
-Rebel

Gun Shelves:
-(Z) Republic (x3)

Update: 11 May, 2018 @ 9:28am

Added Civil Airport (Large)


========Contents========
Compositions denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

-(Z) Civil Airport(Large):
I kind of got carried away and made it way too big. Though it is compatible with the Advanced Compositions Module... I would probably recommend against spawining it on a server while there are others on. Test it out first. Anyway, I made it because I wanted to have something nice to launch ships off of, I didn't really have any other inspiration in mind. Because of its size, I'm not sure how useful it'll be, but I had a lot of fun making it. I'll probably make a smaller version.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Gun Racks:--
-Republic
-Rebel

Gun Shelves:
-(Z) Republic (x3)

Update: 9 May, 2018 @ 9:41am

Got burnt out while designing "Hypori - Acclamator Wreck"... So I took a break and added a few things.

Added:

(Zeus) Republic Gun Shelf (x3)
(Zeus) AT-TE Static Cover

Changed:

Description Scheme- Things denoted with (Z) are compatible with the Ares 'Advanced Compisition' Spawning Module

========Contents========

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

==Misc==

--Barricades and Cover--

-Urban (x2)

-Clone Wars Warzone (x1)

-(Z) Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover. (There is now a Zeus Compatible version nearby)

--Gun Racks:--
-Republic
-Rebel

Gun Shelves:
-(Z) Republic (x3)

Update: 5 May, 2018 @ 10:09am

Added:

'Clone Wars Warzone Cover (var. 1)' to ==Misc==

Contents are as follows:

========Contents========

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly test for assets. There are a few secret areas and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for scenario customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks only fits interceptors and HMP-gunships. To compensate, I included LAAT insertion points behind the rocks, the platform near the cranes, and the customizable entrance.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test to see what blast barriers can do. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

==Misc==

Barricades and Cover:
-Urban (x2)

-Clone Wars Warzone (x1)

-Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to waste time putting barriers inside because they mistakenly believe they have cover.

Gun Racks:
-Republic
-Rebel

Update: 4 May, 2018 @ 10:14pm

Added:

Static Destroyed AT-TE to ==Misc.==

Contents are as follows:

========Contents========

==Set Pieces==

-Mining Complex:
Created with rappelling and quick switching between levels in mind, this was mostly a test. There are a few secrets and hidey-holes for practicing CQC (...and terrorizing unwatchful players). I left the area near the entrance open for customization (i.e., custom buildings, objectives, anti-air, etc.).

Note: The hangar in the rocks is for interceptors and HMP-gunships only. To compensate, I included Laat insertion points behind the rocks, the platform near the cranes, or the customizable entrance.

==Structures==

-Republic Forward Command:
Inspired by the forward command in Ep. II, and lack of one in the mod, I decided to include one. It's not perfect, but it's okay.

-Generic Command Building:
Just a generic building. Mostly a test. It has two levels and can be customized.

-Republic Medical Tent:
Created when inspired by the 501st RPs in Mos Eisley. I tried to get a feel for what a temporary infirmary near the front would be like.

==Misc==

Barricades:
-Urban (x2)
-Destroyed AT-TE:
Tired of droids able to shoot through the static AT-TE? Worry no longer! Your players will now be (mostly) safe behind this composition and you won't have to painstakingly readjust things inside because they mistakenly believe they have cover.

Gun Racks:
-Republic
-Rebel