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#37620 4th Birthday - Many, many more to come.

Posted by Valour on 06 June 2013 - 04:15 PM

Early Days

OCB was started on 3 June 2009, and at the time I was playing Call of Duty 4. Within a week we had ten members, a full COD server and a lot of activity on our basic web site. I then discovered Arma, and we've never looked back. Our first Arma server was full every day after a month of operations.

Our early operations, although conducted tactically, usually were off the cuff but we managed to get members and pubs into playing tactically, using callsigns and working as an efficient machine. The majority of our early ops were Vanilla, and not ACE. Our first server was so popular that we had to institute a system of asking non members to leave the server to make room for members. There were very few times when the server was not stacked to capacity with a list of waiting players in TS. This caused the haters to make comments to try and bring us down. They failed.

My first online experience of Arma was less than pleasant to say the least. I spawned into the base area into the airfield in Chernarus, I had no idea what was going on. I saw a few planes sitting there, a chopper in the sky and some guys running around. I tried to enter an aircraft, but was kicked out of it, for what reason I was unsure. I asked, "What's the go with the planes, I can't fly them". I received the reply, "Fucking newb, if you don't know how to play, get out of the server". I persisted and asked what I needed to do to get involved in the mission, and I was kicked from the server. Because of this experience, I wanted to ensure that new players in our servers were made to feel welcome and we would provide them with the help they need to get into the game and enjoy the experience.

Bumps in the Road

We had other communities spreading falsehoods about OCB, some open aggression in TS and on forums because they felt as though their belief that they were "the best" was being threatened due to our early success. One of the more vocal groups in those matters folded about two years ago.

We have over the years had some problems with other groups, not as a result of what we were doing, but as a result of what they thought we should be doing. There was the player, who after spending time in our server decided that he'd tell us that we were not a "tactical" group. The members with real life operational and defence experience told that player in no uncertain terms to take a long walk off a short pier. There were attempts to capitalise on OCB's success by other groups through an attempt to bring us under their banner, and offers of free servers to enhance certain commercial interests. I guess it's true that success does bring those who want to drag us down to their level.

ACE came along and with it a clear distinction between the Vanilla and the ACE crowd. This eventually lead to a small section of members alienating themselves from the rest of the group, who eventually departed to form their own little group, where Vanilla Freezone is their primary focus.

Gradual Changes for the Better

A few key members came on board which moved us into new territory, with developments in mission making, web development and general technical expertise. This continues to grow with new features being added to enhance the OCB experience all the time, and our tactical missions are now without equal.

We now have a community that is not only active in Arma operations, but a group that enjoys a massive array of games together in a friendly environment where life long friendships have been formed. We now also have a significant number of members making new missions all the time, with various mods and play types which is something I think we can all be very proud of.

There have been a few real life meet ups of members, and I hope this will continue as we build ties with each other and the wider gaming community. The evidence of the brotherhood formed here is in the way people dug deep to help out a member who was gravely ill, to give his family some funds to assist them in a difficult time.

Initially our operations did not involve other Arma groups, and this was for good reason at the time. The hostility we faced from some groups told us it wasn't worth the effort, and whenever we did give it a go we were bitterly disappointed with the results. This has now changed with OCB conducting joint CO OP and TVT missions with a number of good groups out there, and we thank those groups for the opportunity to expand what we do for the enjoyment of all players regardless of loyalties or affiliations.

We have had some really interesting personalities pass through our ranks over the last four years. We had the aggressive jerks, the drunks, the druggies, the hackers, the lunatics and those who took online gaming way too seriously. We have had those who joined and were never seen again, those that applied to join numerous times without success who eventually got bored and vanished, those who got bent out of shape because they could not follow our simple rules and those who thought they could do things better so they started their own groups. We have also had those who have threatened physical violence and legal action because their own actions clearly demonstrated to everyone they were not fit to remain as members.

But now, on any night of the week, you'll see a healthy number of people on TS and in game, tac missions where sometimes there are insufficient slots for all that turn up, and a team of people very dedicated to making what we do better in every way.

Over the four years, from my records, we have had 605 applications to join OCB, which is an average of 2.9 per week over those years. That's pretty healthy especially considering the small size of the Arma community overall. About 107 members have either left OCB or been removed for breaches of our code of conduct. The statistic on successful applications remains an about 20% ot those submitted are accepted.

We currently have 109 official members, and many other non members who have made OCB servers their preferred option for Arma Operations.

Contributions of the HQ team, Tromac, Gelly, EightySix, Kev and CptDavo cannot be understated. There are scores of other members who have gone above and beyond giving their time, expertise and finances to ensure the survival of the group, and all members, from the newest recruit to the top of the tree are highly valued and appreciated.

Looking forward to the next four years and beyond.
  • FEAR, Gelly, Xerxes and 18 others like this


#39262 Before You Judge, Stop and Think

Posted by Valour on 06 July 2013 - 10:31 PM

OCB has been attacked by a Facebook troll because we have posted to show our respects to Australian servicemen that have fallen overseas.

Here is the post, we believe was inspired by our memorial post regarding the loss of our 40th serviceman in Afghanistan, CPL Cameron Stewart Baird.

Is this really appropriate? I had a quick look at your site...full of gamer shite. I think fantasy gaming and real deaths in combat don't mix, he wasn't a member of your online gaming Battalion was he? (I doubt it) he was a member of a real one! and actually died in combat and won't be 'respawned'.

That's right, it is full of gamer shite, because it's a gaming community Einstein.

Let me also state this for the record that our gaming community contains a healthy number of current and former ADF members, some of whom have operational service in the MEAO and Timor Leste. These members are OR's, SNCO and Officers. Some of our members have recently lost close friends overseas, and we do have members who are in REAL Battalions, Squadrons and Regiments, various corps and two branches of the ADF (Army and RAAF), so to the Facebook troll we say this...

Before firing your comments off, stop and have a think about WHO you might be paying out on, because now, to us at least, you look like a bloody goose. I'd recommend you stay off our site if it doesn't suit you.

If you do or have served Mr Troll, pull ya head in and engage brain before engaging fingers on keyboard.
  • Tromac, Gavin, EightySix and 17 others like this


#45013 Chopper + Team Speak = Happiness!

Posted by Valour on 27 October 2013 - 08:13 AM

Posted Image


Every day, I am reminding players of our server rules and the most common one being ignored is the rule that if you are flying an aircraft in our servers, or you are in a pilot slot (indicating your intent to fly), you must be in our team speak server!

This rule pops up as a written message on our servers whenever you join, so there is NO EXCUSE for not being aware.

Not only are people ignoring this rule, but some are even challenging the validity of the rule, asking why they should have to comply with it. Here is some important information about why we have the rule, and why you should comply:

Why We have the no TS, no fly rule

  • The rule is in place because in game voice communication is quite often poor and we want to be able to effectively coordinate aircraft resources to support the troops on the ground. The choppers are not in the server so you can use them as your personal taxi, they are there to support the infantry, and if we cannot communicate with you, don't bother flying.
  • The rule also discourages the young teenage players who somehow think they are God's gift to aviation from flying. Experience says that players such as this like to try and impress the players on the server with their flying skill. The same experience also indicates that this often results in the pilot crashing the chopper, normally when it's full, and almost always into something important.
  • Some think that simply being in Team Speak and choosing not to talk or communicate makes them safe! NO, pilots are expected to COMMUNICATE. Don't sit in TS as a pilot and say nothing, this will not assist anyone!

Why you should comply with the rule

  • The rule is designed to make the resource use better coordinated. If this is achieved, everyone has a better game
  • The rule is displayed in a text popup when you enter the server. You cannot say you didn't know (which is common)
  • If you do not comply with the rule, you will be given one warning, and then kicked from the server
  • If you return and continue to ignore the warning, you will be banned.

Questioning the rule



Some players are not only ignoring the rule after being warned, some are actually wanting to argue with an admin over the rule, asking for an explanation for why the rule exists and why should obey it.

Even after it's explained, some still choose to complain about it. The solution is quite simple: if our server rules don't suit you, don't play in our servers.

Does that make sense, or do I need to make another picture?
  • Tromac, Ex_Inferus, Beny and 14 others like this


#35678 LEST WE FORGET

Posted by Valour on 25 April 2013 - 05:08 AM

lest%20we%20forget.jpg


THEY SHALL NOT GROW OLD, AS WE WHO ARE LEFT GROW OLD

AGE SHALL NOT WEARY THEM, NOR THE YEARS CONDEMN.


AT THE GOING DOWN OF THE SUN, AND IN THE MORNING,

WE WILL REMEMBER THEM.


LEST WE FORGET


  • Ex_Inferus, Unholydropkick, jimybobb and 14 others like this


#58390 Lest We Forget

Posted by Valour on 25 April 2015 - 04:54 AM

lest%20we%20forget.jpg

 

THEY SHALL NOT GROW OLD, AS WE WHO ARE LEFT GROW OLD

AGE SHALL NOT WEARY THEM, NOR THE YEARS CONDEMN.

 

AT THE GOING DOWN OF THE SUN, AND IN THE MORNING,

WE WILL REMEMBER THEM.

 

LEST WE FORGET


  • Beny, DC338, EightySix and 12 others like this


#57640 Patrol Operations 4

Posted by EightySix on 18 February 2015 - 10:50 AM

This is the Official thread of Patrol Operations 4 for Arma 3
 
I would firstly like to thank each member for contributing to OCB because without OCB, there would not be a Patrol Operations mission.
Some of you may have seen something in the calendar so here we go :D.
 
Background:
Patrol Ops originally was a mix of BIS Secops Modules and Bon_Inf* TFOR mission reconfigured for co-operative gameplay. It was my first scalable mission and I was very humbled about how well it was received by OCB members.
 
This lead quickly to Patrol Ops 2 with a full rewrite based on parts TFOR however the Secops proved buggy and was removed leaving just the random tasks.
Despite this, it was well received by OCB and later other international players when it was released publicly.
5 updates later and PO2 in early-mid 2012 reached a peak being the third most played mission in Arma 2 behind Domination and Warfare BE.
 
With the release of Arma 3, This inspired me to rebuild it for Arma 3 as Patrol Ops 3. It incorporated a lot of new features from A3 and was a lot more stable but lacked some key features from PO2 that I think would have made it great.
Patrol Ops 3 was not what I would consider a success. It followed the deviation away from the fundamental aspect of "Patrolling" and missed key areas that I would have liked to spend time developing.
 
With this in mind, and the discovery of my original notes and scripts, Patrol Ops 4 has begun its full development and no feature will be left out. I look forward to seeing how it goes and what feedback you give.
 
Features:
The features of Patrol Ops 4 are quite long so I will discuss a couple of major features and leave the rest for you to discover.
 
Missions, Tasks & Patrolling:
Tasks are broken down into 3 types (Tiers). At first, there are no tasks "Assigned" to your side. You will have to form groups and conduct patrols in areas you chose around the map. This of course is "coached" so you are not left standing around wondering what to do.
Multiple groups can patrol one area or multiple areas simultaneously.
 
As you patrol, you will come across a variety of enemy activity (Tier 1). Typically enemy have setup camps in forest areas, occupied defensive positions and towns, defending a weapons cache or are conducting a patrol of their own. If your group manages to eliminate the enemy, the groups involved will be awarded a point. The more groups involved together, the more points are distributed between them.
 
These points can be redeemed to access/unlock specific "Tier 2" tasks (many of you might be familiar with these). These include capturing vehicles, eliminating objectives and escorting HVTs. While one group might be completing the task, others can continue earning points by clearing additional areas and unlocking more tasks.
Each task can be accepted by one or more groups depending on the task and if enough of these tasks are complete, a major task will unlock which will involve the whole side.
 
Note that some tasks will lead on to others based on the task outcome so what turned out to be a simple task may get more complex as you go ;)
 
Attached File  arma3 2015-02-18 22-22-59-60.png   771.4400000000001KB   1 downloadsAttached File  arma3 2015-02-18 22-29-05-27.png   839.77KB   0 downloadsAttached File  B-Mm6hDCAAANnNg.png   733.46KB   0 downloads
Patrol Ops 4 has a metadata engine to quickly create dynamic tasks faster than ever.
 
 
Support:
This is one of the more cooler aspects. As infantry are clearing sectors and completing tasks, Pilots and Crewmen are on standby to support troop mobility and fire support. Support roles do not receive tasks like Infantry do. Instead Infantry can request support at any time IF a player is occupying that current platform (AI platforms require points to unlock them). These tasks are purely at the direction of ground forces.
If support platforms are on station, the enemy may deploy countermeasures so be aware of that.
 
To explain this concept a bit more clearly,
e.g. A pilot jumps in a CAS capable aircraft, when they take off, Infantry are notified that CAS is now available and they can assign "Fire Mission" tasks to that pilot/co-pilot. This is also available for other mission types such as extraction, transport, supply drop etc... however the enemy may deploy AA infantry or Air to Air combat capable airframe to counter this threat.
 
Virtual Armoury (Unit Loadout Manager)
 In the past VAS was used as the loadout management tool however with BI introducing us to the Virtual Arsenal, this has been a bit of a game changer for the community in terms of how it visualises gear management.
 
With this in mind, I created the Virtual Armoury. A derivative of the arsenal which not only enhances certain features for MP, it develops it into a simple, role based loadout manager that allows players to quickly adjust or replenish their loadouts whilst also allowing the mission maker to define/restrict loadout options and assign starting loadouts quickly and easily.
 
Attached File  logo_w_ca.png   6KB   0 downloads
MP Compatible, Role Based, Unit Loadout Manager
 
To enable all of the above complexity, there is a host of features built around this. These include:
  • New Task Management System
  • New Respawn System including rally points (personal/team), Death limitations, Spectator
  • IFF 3D hud and Tracking System
  • In-game Visual Settings Adjustments
  • Squad Management
  • HALO with auto-open ( sponsored by Westy ;) )
  • New Injury System (optional if using AGM)
  • AI Recruitment
  • Vehicle Virtual Depot
  • Advanced Logistics
  • Headless Client and Load Balancing Management
  • and of course ieds make a return...  :devil:
 
Roadmap:
  • Alpha: Starting FEB - Testing of staged features
  • Beta: TBD  - Testing of gameplay and stability
  • Release: TBD
Testing:
 
Phase Alpha will be testing features as they are integrated into the mission
Schedule:
  • Alpha0 : 25 Feb 2015 1900hrs AEST
  • Alpha1 : TBD

  • Gelly, Knight, Valour and 12 others like this


#52365 Zeus last night (4/5/14)

Posted by Gelly on 05 May 2014 - 06:54 PM

Hey, so I thought today after the fact that we may have put it on a little thick last night and probably made the mission too long, almost a saga/epic, I would think these zeus nights could be a little more intense/demanding and shorter by far, say max 2 hours of actual play not counting infil and shopping etc.

Please hit "like" if you agree, or post otherwise - the feedback is needed.
  • Xerxes, Guder, Z.Page and 12 others like this


#38061 OCB Forums

Posted by Tromac on 14 June 2013 - 10:18 PM

I just wanted to make an observation. I fought long and sometimes difficult battles to get our members making use of the forums in order to get to know each other better. This took well over a year to make happen. And now I look at how lively our forums are and I am proud! You guys are what make this community work, even taking time to post all manner of topics and then seeing the comments and discussions ensue. I recently looked at a few other groups and they're dead. Look at the dates of the last posts on Ausarma and there is a dead whale in that organisation which I am just waiting to see sink forever. I don't care how many numbty clans or groups post they are number one or they are the best. We lead by example, we have a functioning community and I am damn proud of it.
  • Gelly, Xerxes, spartan_dbx and 12 others like this


#37566 Happy Birthday OCB!

Posted by Haydos on 05 June 2013 - 12:27 PM

HAPPY BIRTHDAY ONLINE COMBAT BATTALION!!



Posted Image

Photo by [OCB]Dash, edited by [OCB]Haydos

Happy 4th Birthday OCB,

Thank you on behalf of all of the Online Combat Battalion members for being one of the strongest and best communities on the net! Four years strong, and another many more to come! Thanks for a great night!


Posted ImagePosted ImagePosted Image


  • Tromac, Gelly, spartan_dbx and 10 others like this


#33535 Patrol Operations 3

Posted by EightySix on 22 March 2013 - 09:56 AM

Posted Image

This is the Official thread of Patrol Operations for Arma 3

3.1 Released 7th March 2014

Dev-Heaven: DEV-HEAVEN
Armaholic mirror: Patrol Operations 3 Co-x

OCB Release Updates Forum Thread

Patrol Operations is a dynamic, random mission series that is great for both mass public play and clan tactical gaming.
Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately.




Features
  • AI Movement
  • - Ambushing positions
  • - Defending positions including occupation of static defenses and nearby buildings
  • - Randomly Patrolling Areas increasing likelihood off flanking attacks
  • HUD
  • - In-game Visual Settings adjustment for View Distances and Terrain Detail
  • - Active 3D Hud showing Squad Details
  • - Assigned Colours also linked into ShackTac's HUD (ST_HUD Not Required)
  • - 3D Hud use linked to the requirement of AR equipment such as Tactical Goggles and Pilot Helmets
  • - Progress Bars displays status from task completion to Unit Healing
  • MAP GUI
  • - Unit Tracking and Squad member icons track your squad movements
  • Ambient Weather Cycle (thanks to MeatBall)
  • Base protection from players firing at base
  • Map based Redeployment on killed or from base flag
  • - HALO Redeploy options for Server Admin
  • - Rallypoints allowing Redeployment to the field
  • Alternate Injury system improving damage handling and injured/critical states
  • - Dragging injured to cover
  • - Providing tactical assistance to get the injured up and moving again
  • Load-out management through Customised Ammoboxes based on assigned role (Overridden if VAS is chosen instead)
  • - Optional use of Virutal Ammobox System by Tonic
  • Logistics system allowing
  • - Lift choppers capable of lifting lighter vehicles and supply boxes
  • - Air Drop from lift choppers, ascend > 100m height to air-drop your load instead of landing in a HOT LZ
  • - Drop Illumination Flares from Lift-choppers if >100m height
  • - Create Supply boxes for infantry at supply points and airlift them to the front-line or load them on the back of trucks
  • - Vehicle Towing by Large Trucks and CRVs
  • - Loading allows tanks and shipping containers to be loaded onto trucks for faster deployment
  • - Vehicle Resupply will repair, rearm and refuel your vehicle from supply points and supply vehicles
  • - Multi-rotor UAV operators can replace batteries (refuel) in the field when landed
  • Squad Management System (Admins Override all functions)
  • - Team leaders can name their squad
  • - Team leaders can assign roles to squad members such as AT,MG,Sniper which will affect their ammo-box load-outs
  • - Team leaders can assign other members to their squads and elect squad leaders
  • - Admins can replace a team leader by assigning other members as team leaders.
  • Advanced Taskmaster System (Shuko)
  • Deaths Limitation with Spectator (Server Mission Parameters)
  • ACRE Natively supported (adds radios to boxes and creates retrans towers around island automatically when mod detected)
  • Task Force Arrowhead Radio Natively supported (adds radios to boxes when mod detected)
  • Headless Client AutoDetection
  • 7 Language Localization Supported
Tasks
  • Patrol Tasks
  • Defend Tasks
  • Destroy Tasks
  • Delivery / Escort Tasks
  • Sea Based Tasks
  • Rescue Tasks
  • Capture Tasks
Official Versions
  • Altis: Nato Vs CSAT
  • Altis: CSAT Vs NATO
  • Altis: AAF Vs NATO
More may be added after initial release as PO3 is designed to be really easy to port and include additional mods.

ChangeLog:
Spoiler


PO3 has been translated into 7 languages with help from the below:
Supported Languages
  • - Czech submitted by EvroMalarkey
  • - German submitted by Senshi
  • - English submitted by Roy86
  • - French submitted by GranolaBar & Ophelian
  • - Polish submitted by Rydgier
  • - Portuguese submitted by Caico1983
  • - Spanish submitted by BIG (Armaholic)
Credits & Special thanks:
  • Online Combat Battalion Australia (www.ocb.net.au), their support and testing has been vital to the success.
  • - [OCB]Dash for Code, Inspiration and Effort in helping development
  • - Bohemia Interactive Studios for the Arma Series, code and functions
  • - BON_Inf for Code and Inspiration from his missions and scripts
  • - Shuko for Code and Inspiration from his awesome Task System and Position Scripts
  • - KillZoneKid for Code and Inspiration from his tutorials
  • - Kegety for his spectator scripting
  • - XENO for Code and Inspiration from Domination and setting such a high standard
  • - R3F for Inspiration from their Arma 2 Logistics Scripts
  • - Tonic for the Virtual Ammobox System
  • - Tajin for the Helmet Camera Scripting
  • - aeroson for his detailed loadout scripts
  • - cobra4v320 for his HALO scripting
  • - Kronzky for his string function library
  • - SaMatra for help with UI Resources
  • - Dslyecxi for his Paper doll giving insight on how to detect item types.
  • - Tankbuster for his code and Inspiration from Domination
  • - [TcB]-Psycho- for his adaptation of Bon_Inf Injury System
  • - IGI_PL for his IGILoad Logistics Scripts
  • - Any and All ArmA community members for support, inspiration and solutions that have helped build this

  • Gavin, EightySix, spartan_dbx and 9 others like this


#27354 OA Vanilla Server Annoucement

Posted by Valour on 13 January 2013 - 10:31 AM

Posted Image


OCB has for a long time, operated a Vanilla Combined Ops Arrowhead server for the community. It has however come to our attention that those using it are not behaving a manner that is in line with our guidelines for the servers, nor are they using Team Speak when playing, especially whilst flying, as per a server rule.

There are also elements that a forming a regular 'sub community' using that server, essentially as their own and running it according to their own rules.

As a result this server has now been temporarily taken offline, and once it is back up, it will be far more closely monitored. Players destroying assets, playing disruptively and behaving poorly will not be tolerated.
  • Tromac, Gelly, Knight and 8 others like this


#37106 OCB Copyright

Posted by Valour on 25 May 2013 - 01:34 AM

All content produced by OCB members, remains their property and this protection is provided by Australian and International Copyright law.

No one has permission to copy, imitate, reproduce or use, for personal or other purposes, any images, text, screenshots, videos, or any other content on this site without the express written permission of the author/creator of stated content.

News items may be shared, however with the appropriate links included, and used IN CONTEXT, and cannot be used to defame OCB or its members.

All trademarks of third parties remain their sole property and are used with acknowledgement and with their knowledge and permission.

Things such as awards images that have been created by OCB members are covered.

Refer to the attached guide from the Australian Copyright Council for information on our rights to protect our content, and our rights to pursue legal action if those rights are infringed.

Attached File  websites-copyright-g057v10-p.pdf   152.83KB   4 downloads


  • Batt3mpire, GooseNeck, Lyndiman and 7 others like this


#31726 MAN RULES

Posted by Valour on 02 March 2013 - 09:14 AM

MAN RULES

AT LAST A GUY HAS TAKEN THE TIME TO WRITE THIS ALL DOWN
FINALLY, the guys' side of the story. ( I MUST ADMIT, IT'S PRETTY GOOD.)

WE ALWAYS HEAR 'THE RULES' FROM THE FEMALE SIDE
NOW HERE ARE THE RULES FROM THE MALE SIDE

THESE ARE OUR RULES!

PLEASE NOTE. THESE ARE ALL NUMBERED #1 ON PURPOSE!

1. MEN ARE NOT MIND READERS.

1. LEARN TO WORK THE TOILET SEAT. YOU'RE A BIG GIRL. IF IT'S UP, PUT IT DOWN. WE NEED IT UP, YOU NEED IT DOWN. YOU DON'T HEAR US COMPLAINING ABOUT YOU LEAVING IT DOWN.

1. CRYING IS BLACKMAIL.

1. ASK FOR WHAT YOU WANT. LET US BE CLEAR ON THIS ONE:

SUBTLE HINTS DO NOT WORK!
STRONG HINTS DO NOT WORK!
OBVIOUS HINTS DO NOT WORK!
JUST SAY IT!

1. YES AND NO ARE PERFECTLY ACCEPTABLE ANSWERS TO ALMOST EVERY QUESTION.

1.. COME TO US WITH A PROBLEM ONLY IF YOU WANT HELP SOLVING IT. THAT'S WHAT WE DO. SYMPATHY IS WHAT YOUR GIRLFRIENDS ARE FOR.

1. ANYTHING WE SAID 6 MONTHS AGO IS INADMISSIBLE IN AN ARGUMENT. IN FACT, ALL COMMENTS BECOME NULL AND VOID AFTER 7 DAYS.

1. IF YOU THINK YOU'RE FAT, YOU PROBABLY ARE. DON'T ASK US.

1. IF SOMETHING WE SAID CAN BE INTERPRETED TWO WAYS AND ONE OF THE WAYS MAKES YOU SAD OR ANGRY, WE MEANT THE OTHER ONE.

1. YOU CAN EITHER ASK US TO DO SOMETHING OR TELL US HOW YOU WANT IT DONE. NOT BOTH.
IF YOU ALREADY KNOW BEST HOW TO DO IT, JUST DO IT YOURSELF.

1. WHENEVER POSSIBLE, PLEASE SAY WHATEVER YOU HAVE TO SAY DURING COMMERCIALS.

1. CHRISTOPHER COLUMBUS DID NOT NEED DIRECTIONS AND NEITHER DO WE...

1. ALL MEN SEE IN ONLY 16 COLORS, LIKE WINDOWS DEFAULT SETTINGS..
PEACH, FOR EXAMPLE, IS A FRUIT, NOT A COLOR. PUMPKIN IS ALSO A FRUIT. WE HAVE NO IDEA WHAT MAUVE IS.

1. IF WE ASK WHAT IS WRONG AND YOU SAY 'NOTHING,' WE WILL ACT LIKE NOTHING'S WRONG. WE KNOW YOU ARE LYING, BUT IT IS JUST NOT WORTH THE HASSLE.

1. IF YOU ASK A QUESTION YOU DON'T WANT AN ANSWER TO, EXPECT AN ANSWER YOU DON'T WANT TO HEAR..

1. WHEN WE HAVE TO GO SOMEWHERE, ABSOLUTELY ANYTHING YOU WEAR IS FINE...REALLY.

1.. DON'T ASK US WHAT WE'RE THINKING ABOUT UNLESS YOU ARE PREPARED TO DISCUSS SUCH TOPICS AS FOOTBALL OR MOTOR SPORTS.

1. YOU HAVE ENOUGH CLOTHES.

1 .. YOU HAVE TOO MANY SHOES.

1. I AM IN SHAPE. ROUND IS A SHAPE!

1.. THANK YOU FOR READING THIS. YES, I KNOW, I HAVE TO SLEEP ON THE COUCH TONIGHT.. BUT DID YOU KNOW MEN REALLY DON'T MIND THAT? IT'S LIKE CAMPING...
  • Yeshkamesh, Dragon_197319, Parker and 7 others like this


#58417 Victory in Sahrani

Posted by Xerxes on 29 April 2015 - 03:27 PM

Победа! article-1172083-008EA40A000004B0-201_468

Sunday saw the the remnants of the FSA rebellion crushed, as Russian forces made their final push to secure the capital. Over many weeks, Russian forces have battled the Free Sahrani Army to restore order and stability to the Democratic Republic of Sahrani.

 

As Sahrani transitions to its re-established government, and begins to long process of rebuilding, we look back on the campaign:

 

Part 1: “Motorstrelki” by [OCB]Xerxes

The FSA uprising spread across Sahrani, quickly overwhelming local security forces. Forward elements of the 78th Motor Rifle Brigade moved to quickly retake the major town of Bagango from FSA rebels.

 

Part 2: “The Hunted” by [OCB]Gelly

FSA rebels to the south counter attacked Bagango, pushing the 78th MRB back and forcing a withdrawal. During the rushed withdrawal, 6 men were left behind and taken prisoner by the FSA.

 

Part 3: “Night Watch” by [OCB]Xerxes

A reconnaissance platoon of the 107th Airborn Regiment (VDV) with assistance from a team of the 51st Detached Reconnaissance Regiment (Spetsnaz) disrupted FSA communications and AAA in the northern mountains, before conducting a raid to secure the last surviving POW.

 

Part 4: “Hold Fast” by [OCB]Gelly

A company of the 107th AR conducted a feint airbourne assault on the major city of Corazol, drawing away FSA defenses and providing an opening for beach landing operations.

 

Part 5: “Red Tide” by [OCB]Xerxes

A battalion of the 78th MRB conducted a beach landing and advanced inland, securing a key town and cross roads, destroying an FSA amoured and mechanised counter attack.

 

Part 6: “Mech Warrior” by [OCB]Gelly

The 78th MRB continued their push inland. With the shelling of Bagango, the 78th speared south and in to Corazol before meeting heavy resistance and being forced to halt it's advance.

 

Part 7: “Dirty Work” by [OCB]Xerxes

A team of the 51st Spetsnaz, with an attached political commissar, conducted anti-partisan and intelligence gathering operations at great cost to the local population. The intelligence gathered resulted in a raid on an FSA training camp.

 

Part 8: “Mountain Fighters” by [OCB]Knight

A platoon of the 107th conducted airbourne assaults on FSA positions in the northern mountains. During an FSA counter attack, the platoon was over run, and suffering catastrophic casualties, was forced to withdraw.

 

Part 9: “Spetsnaz Surprise” by [OCB]Gelly

With the 78th MRB advance haulted on the northern side of Corazol, a platoon from the 51st Spetsnaz conducted an amphibious landing on the southern shore and attacked the FSA garrison from behind, allowing the 78th MRB to break through the FSA lines.

 

Part 10: “Hell March” by [OCB]Xerxes

A platoon + of the 78th MRB broke through FSA lines, clearing a route through the southern badlands and desert. As the platoon approached the Limit of Exploitation, and AAF expeditionary force landed.

 

Part 11: “Bronegruppa Bison” by [OCB]Gelly

Armour of the 1st Independent Tank Battalion and support elements moved to reinforce the 78th MRB platoon, and formed 'Battle Group Bison'. Bison pushed westward, destroying the AAF expeditionary forces and cleared a route to the nations capital Paraiso.

 

Part 12: “Final” by [OCB]Gelly

A platoon + of the 107th AR made the final push to take the capital Paraiso and the nearby airfield. Assisted by Bison to the south, the combined arms overwhelmed the remaining FSA and AAF forces and captured the capital city.

 

--//--

 

I personally would like to thank everyone who participated in this campaign, and I hope you guys enjoyed as much as I enjoyed making the scenarios.

 

The people of Sahrani are forever in your debt.

 

I'd also like to thank Gelly and Knight for the effort they put in and the contribution they made to the campaign.


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#57015 OCB enters 2015

Posted by EightySix on 01 January 2015 - 08:10 AM

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On behalf of everyone in the Online Combat Battalion, We would like to wish you a safe and prosperous New Year.
 

For 2015 we are updating our setup for Arma 3 and we will be booting up new Arma 3 servers for the community.

 

Community Server : arma.ocbservers.net:2700
Open to the community, this server is open access for all to join in a game with OCB members.
Mission Server One : arma.ocbservers.net:2710
Setup for restricted access, only players in Teamspeak are permitted to join this server.
Mission Server Two : arma.ocbservers.net:2720
Duplicate of Mission Server One, It is an alternative to the current operations being conducted on MS1.
Tactical Server : Members Only
Used at the expense of all other servers, this is where OCB members conduct realistic tactical simulation of missions built in-house

 

Unlike previous years, each server will now be setup exactly the same and will have the same missions, setup parameters, game modifications and server rules.
The only exception to this is the Tactical server that will be booted up with private missions and is restricted to Members Only.
 

About The Mods
In OCB we prefer a certain type of modifications to Arma 3 and thus all servers will be setup to match.
A white-list of approved mods will be applied to each of the servers. This white-list is fixed and is not subject to large changes and will only change if patching is required.
Additional mods that are desired will be reviewed by BHQ and if it is of good quality and has no compatibility issues, will be voted in/out by OCB members.

 

Synchronisation of Mods

At this time we have two sources to synchronise our mods. These are A3Sync (Public) and KevsUpdater (Members Only).
Moving forward, we will be integrating everything into A3Sync and a tutorial will be made to clearly show how this should be setup for each person.

 

Why are we doing this?
In the past, mod compatibility, versions and large variety have caused havoc with our game-play experience.

  • Version Mismatch causes features to not function properly
  • Compatibility causes performance and game-play issues including CTD

To eliminate these issues, a set of mods have been reviewed.
As part of this review, the key focus was on gameplay and consistency. Content was a secondary focus.

The community server will be setup exactly the same as our other servers because vanilla has a few short comings that we have had to fix through game modifications.
To get involved back with the community, we have chosen mods that we enjoy and are readily available to the community so they can join in openly.

 

When are we doing this?

The full implementation will begin this week and will be complete by the first week of February. We will be finalising and locking the mod list over the next few weeks and preparing the release of the @OnlineCombatBattalion mod to the community.

 

Information about our servers are below and can be found in the servers tab in the main menu of the website.
Servers Page: http://ocb.net.au/server/servers.html

Attached Files

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#34488 Update on Jonesy April 2013

Posted by Fragsmoker on 05 April 2013 - 07:49 PM

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I FINALLY had the privilage of visiting Phil on wednesday this week. It's been over 6 months since the stroke, and probably a year since I"ve seen him face to face, so it was realy good to catch up. He is doing realy well and I must admit, I came away from the visit myself feeling hopefull and encoraged, 2 things I had hoped to pass on.

Through this whole ordeal, phil's faith in Christ has kept him strong. His concern is not for himself, but for those around him in the various wards he finds himself in. He is moved with compassion by both their physical and spiritual struggles.

Over the next month he will under go botox treatments in his hands and arms to hopefully stimulate the muscles. He currently has some bicep and tricep movement in his left arm, and a little movement in his right wrist. Fortunatly the muscles in his hands and arms have not shortened from lack of use, wich is often the case with paralysis. He still has full feeling though making the needles alot of fun.

Speach is no problem any more and he is able to take phone calls from family members using a headset. If talking to my wife and I for 2 straight hours bothered him, he didn't show it. A scan of his diaphram recently reported that he has full function on the left, but none on the right. If this changes he will be able to breath unassisted.

He's still the same old Phil. Quick witted, cheeky, but well spoken and thoughtfull. He manages to carry himself with great grace, peace and patience while facing challenges some have failed to rise to.

Untill we speak again mate. (i'll bring you some junk food next time)

Frag out.

Additional words from Tromac:
Many of our newer members will not know Jonesy. He is a long standing member of the OCB family who was struck down with a stroke. Shortly after the news of the stroke we banded together and raised over $1000 for Phil and his family. He is on the recovery but still has a long way to go. The cost of not having him working plus a growing medical bill would be a burden to anyone so lets do even better than last time.

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#28483 What a great community I've stumbled upon

Posted by Lethargicshark on 25 January 2013 - 10:44 PM

Just like to say thanks for the great night of ACE i just had, i'm pretty new to it but you guys are the best server/community I've found.

expect me around more.
  • Tromac, Xerxes, spartan_dbx and 6 others like this


#26860 ACRE Operation Guide

Posted by CptDavo on 09 January 2013 - 12:56 AM

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The Default Hot-Keys for ACRE are as follows:

CTRL + SHIFT + X
- Open your current radio GUI, if you have one
CTRL + SHIFT + A
- Hot-swap between the radios you are carrying as your active radio
CTRL + SHIFT + V
- Window displaying information on the radios you are carrying, and ability to change active radio
CAPSLOCK
- Radio PTT Key
CTRL + SHIFT + UP
- Change the current radio to be in both ears
CTRL + SHIFT + LEFT
- Change the current radio to be in your left ear
CTRL + SHIFT + RIGHT
- Change the current radio to be in your right ear
Inside the Action Menu*
- Raise/Lower headset to simulate putting it around your neck
ALT + SHIFT + No.
-Where No. are your number keys to quickly toggle a specific radio broadcast. (Useful for talking over multiple radios quickly)


The Basics
Direct Speaking
Use your normal Teamspeak PTT Key, whatever you have configured it as. You will hear people move about you in 3D.

Radio Transmission
Whenever a person speaks or you yourself speak on a radio, you will hear two different types of 'squawks'. indicating both begin and end of transmission. Be careful! Transmitting at the same time as someone else creates feedback, and will make everyone listening angry. If you do not hear anything, that means you are out of range.
Additionally, you will hear a background fuzz and distortion on a person speaking when they are on radio. Lastly, you can hear a person speak 'directly' when they speak on a radio, if you are not listening to that frequency. If you don't hear the distortion and buzz, that means you aren't receiving their radio transmission.

All Radios
1. If you're player has started with ItemRadio, it will automatically be replaced with a PRC-343
2. If it is the only radio on you, it is active by default
3. Press either CTRL+SHIFT+C to swap between active radios, or CTRL+SHIFT+V to view your radios
4. Select the radio you want to use in step #3
5. Press CNTRL+SHIFT+X, the Radio GUI will open
6. Press ESC to leave the GUI

AN/PRC-343
LEFT or RIGHT CLICK the numbered dial on the radio
- The numbered dial is the channel selector
Press and HOLD your Radio PTT Key (CAPSLOCK)
You will hear a 'squawk', or beep, which indicates you are transmitting
Say "I am a jolly Rodger"
Let go of your Radio PTT Key (CAPSLOCK)
- You will hear another 'squawk', or radio "cut", indicating you have stopped transmitting
AN/PRC-148
click the UP and DOWN arrows on the radio
- The channel and frequency will be displayed. Be on the same channel/frequency as someone else
Press and HOLD your Radio PTT Key (CAPSLOCK)
You will hear a 'squawk', or beep, which indicates you are transmitting
Say "I am a jolly Rodger"
Let go of your Radio PTT Key (CAPSLOCK)
- You will hear another 'squawk', or radio "cut", indicating you have stopped transmitting
AN/PRC-119
The AN/PRC-119 consists of multiple functions on the radio. Currently, some are not enabled. The functionality available as of right now is as follows.

6 pre-programmed channels
- You are able to click the knob to 'turn' it between channels
Switching between power(PWR) modes. These are 400mW, 2200mW, 4000mW, and 40,000mW
- 40,000mW is "PA Mode", which is only available in vehicles
Programming to a custom frequency for a channel or in manual mode
In a simple scenario, you can simply click the channel knob, and you will be on those frequencies. If you wish to program a custom frequency, you can do the following:

Click the 'CLR' button to clear the current frequency
Program the 5-digit frequency you wish to use.
- Ex: if you want the frequency 3.111, this would be programmed by clicking: 0 - 3 - 1 - 1 - 1
Click 'CTO' to use that frequency.

Source
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#19746 Tromac working for BIS

Posted by Tromac on 27 September 2012 - 12:42 PM

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Today I am very proud to announce that I am joining the Bohemia Interactive Australia team as the ICT and Simulation Support Specialist. This is a dream come true and I am very excited to work with the people of BIS. My role will be a mixed one from managing the IT and communications infrastructure, preparing and dispatching VBS2 2.0 orders, providing support for VBS2 to global customers via the forums and skype and as I learn more with regards to VBS2 scripting, working with missions, attending tradeshows and providing tech support for ADF exercises.
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#51591 [BR] Tigerian I

Posted by Knight on 07 April 2014 - 07:58 PM

My perspective as medic in Charlie:

  • First off I really enjoyed the mission even though it was tedious at times.
  • I really enjoyed being medic with xmed it made everyone more careful and kept them on their toes.
  • When using xmed medics should start with A LOT more medical supplies as these run out very quickly. (I guess that's what the extra medics were for).
  • There a few bugs with xmed, but the majority of complaints were just people used to the simple heal and go concept, people aren't patient when getting healed.
  • The biggest problem was people being healed before I got there and me not knowing what they stuck in them, this caused a lot of morphine overdoses

Xmed is a harsh mistress for those who go 'CHAREGH ALL TEH THINGS!' this isn't bad mission making, this is silly people catching bullets with their faces. This could be solved by an Xmed training course, or two xmed training courses.

Basic Medical and Combat Medic Qualification. Basic would teach everyone to not inject the morphines, and perhaps put in place a system of informing the medic what you have done to yourself/battle buddy before they inject the morphines. Combat Medic Qual would teach you the correct procedure of patching someone up in the quickest way possible to avoid doing things multiple times, like bandaging before blood (if you don't plug the holes, they (the patient) keeps leaking)

Seriously, stop injecting the morphines!
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