Arma 3
MRPH Infantry Charge
55 Comments
Digby 1 hour ago 
This may be commonly used for WW1/2. I'm using this for modern day :steamhappy:
Cat Catz 4 hours ago 
I await eagerly for editor compatibility.
TheTrainMan200 9 hours ago 
Perfect for WW1 trench Assaults. "OVER THE TOP LADS!"
Clash  [author] 10 hours ago 
@Skarin Skarinsson It is only for zeus at the moment
Clash  [author] 10 hours ago 
@Sam Yes, you can turn off and change battlecries and attack signals in the CBA addon options
Sam 10 hours ago 
Can the cheering be turned off? Sounds like a football crowd
stewfly92 11 hours ago 
sick!!!!!!!!!
Skarin Skarinsson 11 hours ago 
Can it be set in editor too? Or only zeus?
Clash  [author] 13 hours ago 
@Lotto I've never used TSP melee but I'll look into it. Thank you for the suggestion.
Clash  [author] 13 hours ago 
@Quarter I've just opened a new discussion on the mod page for general bug reporting, I would greatly appreciate it if you could further describe the issue you are having in there. I would like to know exactly what mods you are using and how you are attempting to access the modules. Thank you.
Clash  [author] 15 hours ago 
@Viper1Zero Thank you, slow marching in formation is a fairly easy addition and is currently in the works.
Viper1Zero 15 hours ago 
LOVING the mod, dude. Seriously a fun addition that adds chaos.

Is there a possibility of adding a "Forced March" feature that would benefit mods like Nassau 1715 ? I have LONGED for a march script where line infantry will actually just march at each other, stop, and then open fire.

Maybe another mod if not possible to add in this one?
Quarter 15 hours ago 
Love the concept, but the module will not appear despite having both required mods installed and enabled. Imma follow this mod and hope that things improve with updates, because something like this would be awesome for WW1/WW2 scenarios
Lotto 15 hours ago 
For the future once MP issues are fixed, would it be possible to include compatibility with TSP Melee?
Clash  [author] 16 hours ago 
@Unit#36 The mod is called Improved Melee System
Unit#36 17 hours ago 
at the end of the first video at 1:18, what was that meele attack? was it a separete mod, or is it in this mod?
N1nA 5 Sep @ 2:40am 
Ah okay
Clash  [author] 5 Sep @ 1:43am 
When a unit is unable to reach a specified location they will stand still and not move, so to fix that issue the AI must be “re-enabled” by changing their group and enabling all of their AI abilities. I’ve found that this issue is more prevalent when the infantry charge module is used on larger groups (12+ units).
Clash  [author] 5 Sep @ 1:37am 
Thank you for reporting that bug. As stated in the description, this mod has not been tested in multiplayer and bugs are expected. However, I will open a discussion on multiplayer bug reports on the mod page and I would appreciate it if you could expand more on the specifics of the issue what was done leading up to the crashes in there.
Clash  [author] 5 Sep @ 1:33am 
Thanks for the advice, I’ll be testing compatibility with LAMBS AIO later today.
N1nA 4 Sep @ 9:31pm 
AI in large groups seem to like splitting off into new groups that dont charge, is this a known issue?
DontSleep 4 Sep @ 9:10pm 
i was playing MP with 3 friends and when i used infantry charge, 2 of them crashed and couldn't join anymore
Ace 4 Sep @ 5:13pm 
Knowing how LAMBS works, definitely do some compatibility testing. They AI may have unexpected behavior or be stubborn about following waypoints especially when under fire or with enemy vehicles in the area.

If LAMBS causes problems, check to make sure LAMBS isn't already disabled on a unit since there will be a variable LAMBS adds to disable it for individual units and entire groups. The reason for this check is obviously if it's disabled on purpose, you don't want to reenable it. Just run your script normally. But if it isn't disabled (annoying double negative, I know, that's just how LAMBS is made) then you can temporarily shut it off at the start of a charge, do the charge, then remove the disable flag so LAMBS works again.
Digby 4 Sep @ 3:47pm 
With LAMBS, It works just the suppression mechanic I'm confident in saying that it just makes the lie down then they get back up and start charging full speed....

Its PTSD inducing.
Clash  [author] 4 Sep @ 2:15pm 
I haven’t conducted extensive testing for compatibility with LAMBS Danger yet so i cannot confirm whether it is safe to use both mods at the same time. However, I can confirm that VCOM 3.40 is compatible with this mod.
Clash  [author] 4 Sep @ 2:13pm 
I’m currently focusing on polishing and bug fixing before fully testing MP and refactoring the code to make it MP safe (if necessary). Once that is done I’ll certainly consider making a waypoint and Eden module.
N1nA 4 Sep @ 1:56pm 
does this work with LAMBS stuff?
Chiconius 4 Sep @ 1:11pm 
any chance to add it as a module for eden or maybe a scripted waypoint? would help a lot for WWII missions
Clash  [author] 4 Sep @ 11:20am 
@ZazaBubu Look at the last image on the mod's workshop page. It shows you what you should be looking for. If you do not see a tab in modules in game master called "Infantry Charge" when you have MRPH Infantry Charge, Zeus Enhanced and CBA_A3 enabled then I will open a discussion on the mod page so we can discuss this further, thank you.
ZazaBubu 4 Sep @ 11:05am 
There is no any charge modules in zeus... No dlc's, only requested mods.
Clash  [author] 4 Sep @ 10:22am 
@ZazaBubu @RayyaViper The modules are only accessible in zeus/game master. You cannot place any infantry charge modules in the eden editor.
Clash  [author] 4 Sep @ 10:18am 
This is a server side mod, all clients and the server must have it installed and enabled. However, I have not yet tested it in multiplayer with clients connected so for the time being I suggest avoiding this mod for multiplayer in zeus missions.
RayyaViper 4 Sep @ 10:03am 
hi !
i wonder how it work zeus ? can you help me ? the module is only on eden ?
RouletteLah 4 Sep @ 10:01am 
is this client side mod or sever side?
ZazaBubu 4 Sep @ 9:57am 
There is no such module.
VastGM 4 Sep @ 9:48am 
This is great for Vietnam gameplay
Clash  [author] 4 Sep @ 9:40am 
@Große Max I just uploaded an image to the workshop page of what you should be looking for, let me know if this helps.
Große Max 4 Sep @ 9:31am 
@Clash Still don't work. Mods are enebled, maybe i need to press st else?
Clash  [author] 4 Sep @ 8:59am 
@Viper1Zero love your videos!
Viper1Zero 4 Sep @ 8:40am 
BRO
Clash  [author] 4 Sep @ 8:11am 
@Große Max The modules are under the Infantry Charge tab in the modules section, make sure you have Zeus Enhanced installed and enabled.
Große Max 4 Sep @ 7:54am 
Can't find module
Clash  [author] 4 Sep @ 5:08am 
@DontSleep I'm currently investigating an issue regarding the "Stop Charge" module and I should have an update out within a few hours fixing the issue.
DontSleep 4 Sep @ 4:46am 
very cool, though stop charge doesnt work for me
Clash  [author] 4 Sep @ 12:02am 
You can disable the attack signal sounds in addon options.
WendiGoose<3 3 Sep @ 11:24pm 
really cool would be nice to be able to turn of the charge sounds tho
@Clash Thanks. Looking forward to that remaster. EFA was super fun with all the blowouts and extraction sites. :jake::steamthumbsup:
Potts2023 3 Sep @ 1:32pm 
You forgot a picture of Russian and North Korean conscripts smdh (jk)
Zombie Killer 3 Sep @ 8:31am 
ty