UNIT: Ondřej Kužel, Designer, Design Dept.
TO: Arma 3 Dev-Branch Users
OPSUM: Target Locked: Improving threat detection, tracking and engagement in Arma 3
TO: Arma 3 Dev-Branch Users
OPSUM: Target Locked: Improving threat detection, tracking and engagement in Arma 3
'C: Program Files (x86) Steam steamapps common Arma 3'. You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 and click Properties and then Set Launch Options. In the window that opens enter in -mod=@yourmodfoldername For using multiple mods you would then do so like this. This is how I get all my cinematics in Arma 3! It's very simple and easy to learn. I hope this tutorial helped and if it did let me know in the comments down.
ARMA 3 is an open-world, realism-based, military tactical shooter video game developed and published by Bohemia Interactive.It was released for Microsoft Windows in September 2013, and later announced for macOS and Linux in August 2015. ARMA 3 takes place in the mid-2030s, on the islands of Altis and Stratis in the Aegean Sea, and the South Pacific island of Tanoa. To use GCam simply Launch Arma 3 with Gcam Mod Enabled (Most Other Mods work, but the odd ones don't work) then set up a mission or run a mission in Editor or singleplayer then Scroll and press GCAM then Press L to bring up or hide the GCam UI on, also in the box in bottom right of the screen you can select the unit you want to record then use.
As soon as Arma 3 Jets DLC appeared on the horizon, we began to think about its so-called 'platform features' (improvements available to everyone that owns Arma 3). One of the key items on our wishlist was the 'radar' (also sometimes known as 'magic radar' to its detractors!). While its ease-of-use was convenient in some ways, Jets DLC represented a splendid opportunity to add more depth to detection and targeting gameplay. Now - after many, many hours of development, and the commitment of the whole team (and Electronic Warfare Task Force in particular!) - we're almost ready to distribute our new approach to our Arma 3 service members.
Locks safes and security pdf. In this OPREP, we'd like to introduce what we call the 'Sensor Overhaul'. To do that, we'll take a look at 5 types of 'sensor', and discuss their role in threat detection / targeting gameplay. We'll introduce how to use them, and offer some tips on how to avoid being tracked by them! Finally, we'll present our new UI and controls, examining the new sensor display in detail. But, first, we'd like to offer some perspective on why we wanted to overhaul into this feature, and consider how it fits into Arma 3's authentic combined arms gameplay.
Scrambling
So far, Arma 3 has only featured jets designed for Close-Air-Support (CAS). However, since these were the only fast-movers available in the vanilla game, these fighters quickly turned into jacks-of-all-trades, serving as dog-fighters or interceptors, just as much as they were used as CAS aircraft. We felt that simply adding the new and faster fixed-wings planned for Jets DLC would not change our aerial ecosystem, in terms of emphasizing the specialties of different types of jets. So, for the sake of both authenticity and gameplay, we needed to introduce new mechanics that would promote meaningful diversity.
In large part, the new Sensor Overhaul enables our CAS fighters to be better at tracking and engaging ground targets, and ensures that air-to-air combat (e.g. dog-fighting) is best left to our new air-superiority fighters. Additionally, by turning anti-air platforms into a true menace for anything that moves above the tree-tops, we present pilots with a very strong motivation to co-operate with ground forces, which fits into our vision of Arma 3 as a combined arms military sandbox. Our goal was to design a whole new food-chain! However, we also needed to place that goal in the context of Arma 3.
Somewhere in between a shooter game and a simulator, our series holds a unique place in the gaming scene. To a significant extent, what works in real life most likely also works in Arma. Players should expect a better outcome if they deploy real world tactics in game. At the same time, we don't want players to have to read a full manual before being able to perform more advanced actions. Thus, when we worked on the design of our Sensor Overhaul, we needed to tackle the tricky question of how to abstract the usage and behavior of radar systems to be suitable for Arma gameplay.
One way to achieve this delicate balance is to add much of the new complexity to the underlying simulation, providing gameplay depth without burdening players with more controls and switches. Also, real-world applications are, more and more, developed to synthesize information into human-readable formats. For example, just like in a modern jet, players do not necessarily have to care about how targets pop up on their screens. They could just mark a target, wait for lock-on, and fire. However, by learning how each system works, a trained player can gain a combat advantage . This approach is key to our implementation.
A New Picture
Based on this goal, we kicked-off our implementation by drawing upon community feedback, our own experience with flight sims, research of military documentation, forums and fan sites, and discussions with actual sensor operators in the military. We gathered a lot of ideas! The new concepts were brilliantly illustrated by a set of hand-drawn pictures from our dear Lead Programmer, Dr. Hladik - one of the key developers behind the Sensor Overhaul. This masterful art sums up the basic ideas behind our overhaul: different sensors, different properties, different ranges and fields-of-view, different targets signatures based on type and background, and more.
Gta 5 for mac free download. By way of example, let's dig into just one element we found to be very interesting for gameplay: the difference between passive and active sensors, and the possibility to switch radars on and off. 'Passive' sensors, like IR, detect target's emissions or reflections from other sources (e.g. visible light). This means the target will not be able to tell who is 'looking' at it. On the other hand, 'active' sensors, like radar, rely on the reflections of a transmitted signal (imagine pointing a flashlight at someone during the night).
With your own source of energy you're no longer limited to a target's own emissions / environment. Yet, the obvious drawback is that others may be able to detect who is 'shining', and where that signal comes from. In gameplay terms, this new system - including the option of switching the radar on and off, or ability to detect someone's active radar - gives players an interesting choice between going for enhanced situational awareness or lower profile. Together with other new features, players can now make decisions about how much information they want about battlefield, balancing that advantage against the risks of gathering it.
One such feature is 'Data Link'. This allows certain vehicles to transmit and/or receive sensor data to/from other friendly units. As long as you have a vehicle that is able to receive Data Link, you will see targets from anyone else on the same side connected to the Data Link. Content creators can even specify the Data Link behavior of each individual vehicle via its attributes in the Eden Editor or by using script commands. Again, this information is part of background simulation. In combination with other features, trained players will be able to exploit of the advantages and disadvantages of different sensors, and work together to gain the upper hand.
EMCON Alpha
In short - instead of the old radar that used to combine behaviors of Infrared Search and Track and an actual radar - we now have a selection of individual sensors with more authentic behaviour. To get a broader view on the new features, let's take a closer look at the new sensors one by one.
This is the radar as you would probably imagine it; all-weather, long range, beyond-visual detection of about any target.
- Active radar is the only sensor that can be switched ON and OFF.
- It's also the only sensor that provides information about a target's speed, altitude, and distance.
- Switched ON, the radar gives out your position to anyone equipped with a RWR or Passive radar.
- Radar-guided missiles require the on-board radar to be switched ON for locking.
The main reason why you would want to switch your radar OFF. The Radar Warning Receiver detects anyone who is using an active radar at twice the distance of the tracked radar's own range.
- Often the passive radar will have a 360° field-of-view, giving enemies a strong reason to care about emission control.
- More advanced vehicles with a Passive radar may even be able to track and guide weapons towards an active radar.
The IR sensor can only detect 'hot' targets, as in vehicles that have been heated up by a running engine or fired weapon.
- In vehicle sensor suites, the infrared and visual sensors are often packed as an electro-optical/infrared suite with the vehicle's optics, which means they are only able to see and track targets within the optic's field-of-view.
- The visual sensor can also detect cold targets, but the sensor relies on daylight and thus may become useless at night.
How to use bots in medieval engineers. The sensor suite of small UAVs has been designed for human targets tracking. This comes at a cost of a very limited range.
These are special types of sensors that can only detect a spot lased by a laser designator or an IR grenade (as a homing beacon). Usually these sensors have a 180° front hemisphere field-of-view.
Am I HOT Or NOE?
These new features and radar types stand to make significant changes to the experience of targeting (and being targeted!). We thought it may be helpful to offer some advice on how to use (and avoid being used by!) the new sensors. The best way to avoid detection is to stay out of the enemy sensors' line of sight. Learning ranges, fields-of-view and blind spots of individual vehicle sensor suites will help you stay out of enemy's reach (and/or get into their comfort zone at the same time). Knowing the enemy's sensor types and qualities will take you a step further. Basic ideas that you may find useful in combat include:
- Most of the time it's a good practice to limit your radar usage, unless you want to intimidate your enemies. You may want to switch radar ON only for a quick recon and turn it off again as soon as you know where your target is.
- Either stay silent by relying purely on passive sensors, or activate the radar just for the missile locking process, and once the fire-and-forget missile is away, switch the radar OFF again.
- Stay cool. Keeping engines off may help you against IR detection. Once your vehicle heats up,it may not cool down enough to make you undetectable for many minutes to come.
- The IR sensors are often coupled with detection in the visible spectrum susceptible to light conditions. The visual signature of your vehicle may differ from the thermal one. Moreover both IR and visual sensors, unlike radar, are sensitive to fog and smoke.
Further down the road lies the grey area of less obvious detection nuances. Your signature, your altitude, speed and ultimately your background.
- Fly nap-of-the-earth to stay under the radar. By placing the terrain between you and the enemy and breaking line-of-sight, you also avoid any possible detection by the opponents' sensors. Staying lower than your enemy generally increases the chances of remaining hidden from a higher positioned opponent.
- When facing anti-air and air-to-air sensors, the closer you are to the terrain background from your enemy's perspective, the higher the chance that you become part of the ground noise reflections.
- Watch your speed. By moving slow you may fall under the detection threshold of air dominance aircraft and their sensors, which are primarily focused on other fast aircraft. However, at the same time, you may become the perfect prey for attack helicopters and CAS jets, whose sensors look downwards and filter for slower or static targets.
Mastering detection avoidance techniques will require skill in estimation, route planning and terrain reading, knowledge of the situation and the enemy's ORBAT. If you find yourself helpless or not understanding any of the rules, feel free to reach out on any of our communication channels, the Bohemia Forums, or even the /r/Arma subreddit. Either we or players from our superb community will be more than willing to help!
On the Radar
Now let's examine the new radar display UI a bit further. For all the new rules and behaviors described above, the small radar or compass circle on top of the screen was no longer enough. While having nice radar displays directly in the modelled cockpit would perhaps have been most ideal, that was unfortunately not feasible (discussed further on our forums). Although our goal is always to be UI-minimalistic, we needed to come up with another UI solution. Hence we took some 'jets-y' inspiration from Multi-function Displays (MFD) and decided to combine several other existing elements together.
This led to creation of customizable and toggleable panels on the left and right side of the screen. Map the new left/right panel and left/right panel mode actions in the Options under Controls/Common (or simply reset your keybinds to the Apex or Arma 3 control preset). Then by tapping [ and ] you can toggle the panel modules on each side. The same keys with the RCTRL modifier allows you to switch submodes within the currently selected panel (for example the rotation of the minimap). Depending on your vehicle/equipment, these little panels can house the minimap, UAV camera feed (and several other feeds), slingload assistant, and also the new sensor display.
The sensor display substitutes the old UI radar and compass, and brings a pocketful of new targeting information. We've approached it as a 'situational display' that synthesizes target information from all sensors, threat warnings, and Data Link. Like the old radar, the sensor display displays the situation around you from a top-down perspective. For the sake of clarity, the main features of the new sensor display include:
- Slightly larger display area and smaller target icons, making it easier to read the information.
- 4 rings showing quarters of the current display range, and spokes that indicate cardinal directions and an arrow pointing North.
- Field-of-view of your sensors (represented by colored dashed sectors): Infrared is red, visual is yellow, The passive radar us green and the active radar is cyan (or grey when turned off). The sector for detection of human targets is colored pink.
- Enriched target iconography: basic shapes follow the previous convention: squares are ground, triangles are air targets. New additions are the indication of targets with an active radar and human targets with little dot icons. Moving targets have a little vector line indicating their direction of travel. Moreover, you can learn about the acquisition origin; targets acquired by own sensors are full, and those received via Data Link are hollow.
- Target icon coloring: green is a friendly target of the same side, whereas white is ambiguous such as civilian, empty, allied side, or an unconfirmed enemy. Red is a confirmed hostile, which would usually be pre-set by the scenario.
- Threat warnings: flashing sectors and circles point you either to a location where someone is trying to lock you or to an already launched missile that is homing in on you.
- Additional marked target information: any sensor may be able to provide you with target type information. Additionally, an active radar can tell you about a target's altitude, speed, and accurate distance.
EMCON Charlie
Just before Christmas, we staged an initial version of these new mechanics on Arma 3's Dev-Branch (together with another Jets platform upgrade: the extended damage model for fixed-wing aircraft). Since then we received lots of valuable feedback from you, which helped us iterate and improve the mechanics. For example, the properties of the individual vehicle sensor suites have changed a couple of times. Some sensors got slaved to the turrets, so they now rotate together with your view. We've added sub-modes to the UI panels and added a possibility to toggle display ranges in a more user-friendly way. Target symbology went through various iterations, ending up with something hopefully familiar!
You've also helped us to smash several bugs, and inspired us to add new properties and ways how to adjust the system. For example, the impact of daylight on detection, target recognition distance, or the possibility to restrict passive radar from being used for weapon targeting and simulate a radar warning receiver (RWR). Encouraged by your feedback, we've added Data Link to support multi-unit cooperation. In order to have the Sensor Overhaul complete, we also needed to replace the 'magic radar' on tanks, so - as a cherry on top - we've already provided a glimpse at Tanks DLC by adding the Fire Control System (FCS) feature.
Pᵣ = you²
We hope this OPREP helps to bring some more understanding about why and how the Sensor Overhaul was developed. With some insight into new new sensor types, and tips on how to use / avoid sensors, we hope players will be able take advantage of the new gameplay, and enjoy mastering the deeper simulation. However, we also appreciate this is quite a big subject! With that in mind - and in the most simple terms - here's a quick 'change log' of the new features for quick reference:
- removed nametags on lock icons and automatic recognition and red-coloring of enemy targets. ID your target before you shoot!
- added a new Sensor Display UI which is easier to read and contains more useful targeting information
- added new UI panels to show GPS, Sensor Display, etc.; controlled by default by the [ and ] brackets keys and with additional functionality via the RCTRL modifier
- added different types of sensors (IR, radar,..), with limited detection ranges and angles, different combinations of sensors on vehicles
- added possibility to switch radar ON / OFF LCRTL + R
- added depth to sensor simulation; some targets are easier to detect than a particular sensor type than others; altitude, speed, target background, and environment play a role. You may not always be able to lock a target even if you see it!
- Please be sure to unsubscribe or disable the Steam Workshop version of the 'Old Man' scenario. It contained the beta version, but an improved version has now been integrated into the vanilla platform. The Workshop item will no longer contain game data (to avoid conflicts), but is no longer necessary for anybody.
- Contact consists of 2 data packs / folders:
- Contact (via PLAY CONTACT or -mod=Contact): for the singleplayer 'First Contact' campaign experience (accessible only to owners - optionally loaded)
- Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)
- Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
- Consider defragmenting your HDD after downloading large updates.
- Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
- A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.96). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy196
- This update does not apply to the experimental Linux and Mac port betas.
- You can find the servers in the Steam library (switch the filter to 'Tools') - 'Arma 3 Server' (based on your OS, it will download the Windows or Linux version).
- Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
- NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.
- In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
- You can help us to further improve the game by posting your feedback on the Feedback Tracker.
- Added: 'Old Man' open-world singleplayer scenario* (unsubscribe or disable the Workshop mod)
- Added: Static M2 (low / raised), with optional ballistic shield and collimator sight
- Added: Red Beret
- Added: Infected Characters (not accessible in the editor; documentation pending)
- Added: Old Man items and props (medicine, bank cards, ID cards, etc.)
- Added: Old Man decals
- Added: Old Man Welcome Screen
- Added: Old Man Field Manual records
- Added: Old Man main menu tile (image only for now)
- Added: The old Czech Hedgehog asset is no longer hidden
- Added: Localization strings to some of the armed variants of vehicles (Qilin, Prowler (AT), MB 4WD (AT))
- Added: Additional geometry to Tanoa Fire Escape Stairs - FT - T145614
- Added: RscListBoxMulti config class for scripted UI creation of multi-selection list boxes
- Added: BIS_fnc_transformVectorDirAndUp function for rotating vectorDir and vectorUp in 3 axes
- Added: Optional mission config property arsenalRestrictedItems to blacklist undesired Arsenal equipment
- Example: arsenalRestrictedItems[] = {'U_B_Soldier_VR'};
- Tweaked: BIS_fnc_startLoadingScreen - activated support for different loading screen resources
- Tweaked: BIS_fnc_rotateVector3D was optimized and should now run up to 5x faster
- Tweaked: BIS_fnc_ambientFlyBy was improved and cleaned up
- Tweaked: Van should now be able to drive over bridges correctly - FT - T146150
- Tweaked: View Geometry of some Altis structures - FT - T146447
- Tweaked: Medikits and Toolkits can be now stored in vests if there is enough space - FT - T128710
- Tweaked: AH-9 / M-900 fording depth
- Tweaked: Crouched walking with sidearm animation collision shape - FT - T147980
- Tweaked: Skin tone matching on various characters and their injury materials
- Tweaked: Made consistent the Fire Geometry across all characters
- Tweaked: Light configuration on the To-199 aircraft - FT - T127800
- Tweaked: Re-binarized key terrain assets to match the updated PhysX version (more in the next update)
- Tweaked: Copyrights mentions updated to 2020
- Changed: Tanoa was made the default world once again in support of the 'Old Man' release
- Fixed: Miscellaneous translation issues (kudos to POLPOX, KC45, Kaoru Uduki, and various others for their help with improving Japanese texts especially)
- Fixed: Broken tooltip in object equipment storage in 3DEN - FT - T117193
- Fixed: CTRG Northgate had an incorrect magazine
- Fixed: Script error in Splendid Camera when mouse or joystick inputs were mapped to camera controls - FT - T146601 / T117681
- Fixed: Rugged Tablet custom texture - FT - T145005
- Fixed: The medical decal on Medical Tent should no longer flicker
- Fixed: Typo in Livonia's ILS configuration
- Fixed: Scrollable building door states in 3DEN
- Fixed: NATO Pacific Mk6 Mortar, HMG and GMG were assembled into Independent versions instead of NATO Pacific - FT - T145362
- Fixed: Warlords - The inventory screen no longer remains open when opening Arsenal - FT - T147759
- Fixed: Broken Offroad (Repair) damage and destruction materials - Forums - General Discussion
- Fixed: Potential script error in the patrol module - FT - T117706
- Fixed: hintC not showing special characters when used with alternative syntax - FT - T76965
- Fixed: Corrected a typo in BIS_fnc_ambientBlacklist
- Fixed: Some Spectrum Device values disappeared after unequipping the device and equipping it again - FT - T148160
- Fixed: Ifrit shadows were broken when hiddenSelectionsMaterials were used - FT - T148354
- Fixed: Spectrum Device antenna ground holders were broken when Contact was not loaded
- Fixed: Y-axis of the Spectrum Device was incorrect when Contact was not loaded - FT - T148470
- Fixed: Ability to climb down from Garage (Large)
- Fixed: Floating bricks in the Scaffolding (New) prop
- Fixed: Removed obsolete Fire Geometry elements in the Scaffolding (New) prop
- Fixed: Removed ill-defined glass panels in the Dome (White, Under Construction, Nearly) prop to prevent issues with impact sounds and grenade throwing
- Fixed: Pole Wall 03 was indestructible
- Fixed: Wipeout airbrakes rotating in the opposite direction - FT - T144897
- Fixed: Turret indicator on the armed Speed Boat - FT - T148400
- Fixed: When setting the date in Eden Editor, days of the week were incorrect in January of a leap year (e.g. January 2020) - FT - T148292
- Fixed: Script error at the beginning of 'Remnants of War' campaign scenario 'The Redacted' - FT - T142535
- Fixed: An undefined variable error in the Functions Library
- Fixed: Various RPT spam errors on several terrains
- Fixed: The random placement radius could be too big when using large markers in BIS_fnc_moveToRespawnPosition
- Fixed: Zeroing text offset in the GUI
- Fixed: Shadows on CSAT APR masks - FT - T149715
- Fixed: The default marker description was replaced
- Fixed: Issue where dialogue got stuck if the player entered the mini UGV before Čapek finished his biopsy probe briefing in Anomalous Phenomena
- Added: Updated to PhysX 4.1.1
- Added: BattlEye anti-cheat update
- Added: Script commands triggerInterval and setTriggerInterval to make it possible to alter the trigger condition check frequency of detectors
- Added: Script command getTextWidth
- Added: allActiveTitleEffects script command to detect currently active title effects
- Added: vehicleMoveInfo now returns sendSimpleCommand status
- Added: Possibility to change armor simulation of a character hitpoint via classes defined in HitpointsProtectionInfo with a simulation parameter
- Added: FOV is now synced in Picture-in-Picture screens if a turret[] parameter is used in the RenderTargets definition
- Changed: Network synchronization when two vehicles collide improved (local versus remote)
- Fixed: Some task commands returned nil when their argument was null
- Fixed: Crash when you request support for a soldier in your squad
- Fixed: Simulated things should no longer fall too fast and fall through the ground (e.g. weapons)
- Fixed: Optics Post Process Effects (opticsPPEffects) not being loaded correctly
- Fixed: Crash when releasing a joint constraint without any actor
- Fixed: PhysX CCD for small objects with a different PhysX shape and object bounding box
- Fixed: Event Handler 'HitPart' did not return selection names properly when a vehicle was damaged by an explosion (this prevented accomplishing the Mass Virtual Destruction Steam Achievement)
- Fixed: Ability to equip vehicle weapons as a player (has been disabled)
- Fixed: Various potential exploit vectors
- Updated: Stand-alone Windows Dedicated Server (1.98)
- Updated: Stand-alone Linux Dedicated Server (1.98)
- The data in -mod=contact is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases
- This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server
- Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
- Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
- Try adding -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch to your arma3server.exe shortcut
- The data in -mod=contact is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases
Last but not least, it's worth mentioning that almost everything that has been said regarding behaviors, displays, and symbology, can be altered by a mod. We're looking forward to your creations. To help you out, be sure to check our Bohemia Community Wiki articles about Sensors , Custom Panels , and Targeting contain more details and technical information. We welcome you to share your opinions, feedback, and gameplay experiences with the new sensors and related systems on our forums . Help us polish and balance it out! We hope you'll enjoy the new rules, challenges, and gameplay opportunities!
Ondřej Kužel
Designer, Design Dept.
Designer, Design Dept.
P.S. ID your targets, seriously ;)
FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 1.98 (Old Man, PhysX)
SIZE: ~ 1.65 GB / ~ 486 MB (depends on Contact ownership)
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 1.98 (Old Man, PhysX)
SIZE: ~ 1.65 GB / ~ 486 MB (depends on Contact ownership)
NOTES
DATA
![Arma 3 Camera Mod Arma 3 Camera Mod](https://www.armaholic.com/datas/users/scope-mod-a3-v20-2_4.jpg)
* Content requires ownership of Arma 3 Apex expansion
Potential Spoilers ('First Contact')