Arma 3
Mother Base Parts (WIP)
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CrimzonEmpire Aug 30 @ 4:33pm 
Can't Land on these with Planes, Breaks any plane not landing as soft as 110 below, which is way below Stall speed for most aircraft
Gott Mit Uns Apr 2 @ 4:26pm 
DICE Nov 16, 2018 @ 12:49am 
Has anyone used this mod on an exile server? For some reason the a3l doesn't pick it up
boro Nov 4, 2018 @ 10:20am 
cant get this mod on the server running
Arthur Bomber Harris Oct 15, 2018 @ 8:13am 
do you think you could modify one so it can be used to make an oil rig?
Bluegills Aug 9, 2018 @ 1:27am 
Made a 10 platform composition for those interested with this mod.

Thank you vurtual for the MB platform pieces!

One thing I noticed is that the Platform Corner Inner piece has incorrect collisions and will cause vehicles driven by players to phase through, walking on it is fine though.
Gorthaur the Cruel Jun 30, 2018 @ 3:25am 
Really cool idea, hope this continues to be updated.
Wulfle Feb 7, 2018 @ 9:39pm 
Please add a server key to this.
IPRiCeI Jan 29, 2018 @ 2:57pm 
This is AWESOME!!!
sab Jan 19, 2018 @ 7:33am 
and please keep that color scheme : )
sab Jan 15, 2018 @ 1:18am 
perfect for my un-com faction. many thanks!
markooff Dec 12, 2017 @ 3:37pm 

I've tested this mod and find it very good as an alpha version, and I think there is a great power in it , and , of course a lots things to do also :) I have a little proposition for the author, I have a big collection of good quality textures (esp. textures of metal bare and painted or rusted, metal floors, beams, construction elements and metal air panels also) textures, which I've bought for my own 3D models (and A3 mods also). If You need I may send you some of them , OF course if it helps you with finishing the first textured versions ... Or I can help you a bit with texturing .

Best wishes !
Rolf Mützelburg Nov 8, 2017 @ 7:08pm 
If you can make this work, and get some less eye-bleedingly bright textures, this could be a REALLY cool mod, with almost infinite extensions and possible customization options. The layout as is makes for an amazing CQC level. Pathing in general is one of the most destructive issues ARMA as a series has suffered from, and I wish BOhemia themselves would look into developing it, as it makes all sorts of map building unviable.
Meccer Nov 2, 2017 @ 2:29am 
The color is not bright, but old or worn.
Orange cuts his eyes too much, is a little duller and makes it harder.
Meccer Nov 2, 2017 @ 2:27am 
gray and white color
With the ability to change the color on different modules to collect the platform.
Arquilius Nov 1, 2017 @ 7:00pm 
on the colors i would say green, brown (the colors of the cargo houses in arma) so that the buildings match with the platform ^^
vurtual🥆  [author] Nov 1, 2017 @ 3:16pm 
On pathing, if you do set up the pathing workarounds _perfectly_ you can have AI walk between platforms, but it's really buggy. I'm still figuring out a better solution.

Next time I update the mod I'll probably redo the baseclass so it's not based off VR objects, and while I'm at it make the textures hiddenselections that you can edit in the editor, maybe include a few colors of walls as quick edits.

What colors were you thinking?
Meccer Nov 1, 2017 @ 2:27pm 
Is it possible to make another additional color for the platforms?
Arquilius Oct 31, 2017 @ 8:25pm 
Ok, i've just finished building my custom motherbase. Easy to handle, you just have to "manualy" build the first shells after that you only need to copy paste the X and Y (good job on that). In my opinion, you have a single type of bridge (top and middle) could be great to have variations (top and bottom for instance) but again i'm really impressed by how it is easy to handle. One "big" issue however is the IA movement (they can move on the platform A but cannot cross to the platform B) so for now it is more for a PvP gameplay, it is not impossible to play on PvE however you can only spawn ennemies in a single platform and let them move inside the platform (I did not test the IA ability to change floor in a given platform). Put that aside, it is a really good mod (not perfect ^^) which is kind of refreshing, nice work!
DaCup Oct 30, 2017 @ 11:20am 
mother base, more like AUNTY BASE
Mama Kanaya Oct 26, 2017 @ 11:06am 
ok thanks!
vurtual🥆  [author] Oct 26, 2017 @ 6:43am 
Right now it comes in a do-it-yourself piece-by-piece system. I highly recommend turning on the grid and rotation grid in the eden editor. I'm planning on doing some basic ready-made version. Either way, it's under the "Mother Base" category in the editor in the Empty side.

I think it shows up in Zeus too, but using it there would be an exercise in frustration, at least.
Mama Kanaya Oct 21, 2017 @ 1:24pm 
how do you spawn it?
vurtual🥆  [author] Oct 19, 2017 @ 12:02pm 
There's some inconsistent behavior with the lifts, in that sometimes you can't use the action on the lower platform to get to the upper one. This seems to mostly happen in multiplayer, with an object between the lift top and bottom(eg the runway). It's some kind of arma thing, so until I fix it:

[liftobject,height] call mbplat_fnc_TeleLift;

This is the function the lift uses, the liftobject should be the init name you gave the lift, and height should be 13 for the 4F, and 7 for the 2F. You can addaction it to something as a control panel.
Akula_941 Sep 13, 2017 @ 7:54am 
Now we waited for an entire MGSV Arma3 mod mission
Thenetor47[FR] Sep 12, 2017 @ 10:02pm 
boss, welcome home
*get shot and fall into the water*
Ren Atlas Sep 12, 2017 @ 1:22pm 
awesome, this will go perfect with one of my mods
vurtual🥆  [author] Sep 12, 2017 @ 1:21pm 
AI pathing actually works now, in the version on workshop, it's just convoluted. So far it seems that if you just place the parts midair, it only sorta works, and AI following you will happily run off the edge when in formation. If you place the pieces just above the ground, they work fine, or for a platform over water, you can copy the walkable sections and lower them to just above the seabed, and it'll work properly then, too.

I'm looking into ways to script the latter behavior into either a simple function or an automatic thing on mission start,but it's a bit finicky. I"ll link a workshop mission in the description with an example of it working "properly".
Ren Atlas Sep 12, 2017 @ 12:47pm 
cant wait for AI pathing to be done, going to be awesome!
Holt Sep 12, 2017 @ 9:32am 
ARMA's AI is a mystery in itself
vurtual🥆  [author] Sep 11, 2017 @ 7:18pm 
Okay, so, this is kinda untested, but after experimenting with various ways to extend an object's model and let it be "on the ground" while floating, I discovered that if you put a support under a piece of platform, the AI considered it walkable. In fact, you can put a copy of a platform part just over the ground, under where your part is, and it will generally work.

I have not the slightest idea why.
vurtual🥆  [author] Sep 11, 2017 @ 2:53pm 
The good news is I have working AI pathfinding on every major part, and it's relatively simple to make. The great news is that the AI is smart enough to navigate the absurd maze that is multiple connected platforms, going between several objects and stairs to reach its goal.

The bad news is AI ignores pathing for buildings that are midair.

So I'll get the last bits working for the mesh for now, and you'll be able to use it... if you place platforms on the ground. And water does not count as ground.

big squid Sep 11, 2017 @ 11:54am 
great mod cant wait for AI pathfinding
vurtual🥆  [author] Sep 11, 2017 @ 10:09am 
I'm not really much of an artist, so for the near future it'll still be pretty simple looking, but now that I've gotten the overall sizing and general shape down, a little bit more detail can come in. Things like grated floor areas, different floor textures for areas, stairs, etc. The current "barebones" shapes will still be used for long distances of course, and since everything's WIP bits and pieces will gain and lose detail as they get remade/overhauled.
Merkalinth Sep 11, 2017 @ 9:16am 
It will! We all just need patience!
Jeremy Corbyn Sep 11, 2017 @ 8:12am 
And hopefully this will become more expanded and more detailed Mod in the future!
Jeremy Corbyn Sep 11, 2017 @ 8:10am 
Don't comment often but I've wanted a mod like this for a long while Thank You!:steamhappy:
Odinfin86 Sep 11, 2017 @ 5:26am 
Great looking mod, I'm looking at using this for my clan op's. I'd like to see how this looks in its finished form. Keep up the good work.
Boogaloo Dan Sep 10, 2017 @ 7:03pm 
Merkalinth Sep 10, 2017 @ 2:01am 
It is!
MosueTV Sep 10, 2017 @ 1:54am 
Looks promising ^_^
Radium Sep 9, 2017 @ 10:56pm 
Holy shit I've been waiting for something like this. Awesome man!
V. Berlioz Sep 9, 2017 @ 6:02pm 

Poet Sep 9, 2017 @ 6:00pm 
V. Berlioz Sep 9, 2017 @ 2:44pm 
ærømagnetica Sep 9, 2017 @ 2:40pm 
Merkalinth Sep 9, 2017 @ 2:38pm 
He's working on it.
Zastaver Sep 9, 2017 @ 2:21pm 
so question, is the AI smart enough to navigate these things?
V. Berlioz Sep 9, 2017 @ 12:08pm 
Such a lust for revenge!