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  2. Anti-Bounce System by Leopard20 This is a simple and lightweight addon that attempts to improve (not fix) the weird PhysX problem where the vehicles bounce up into the air in a ridiculous way. I made this addon for my upcoming AI mod, as they had a tendency to flip their vehicles a lot while driving. But I suppose it is worth using by players as well. Please note that the problem with PhysX cannot be fixed with a simple addon, because it is engine related. Also, please note that this mod is still work-in-progress, so do not use it in any serious missions until you've tested it and made sure it satisfies your needs. I will try to improve the mod with your feedback, so please report all your issues and findings. Also, if you know of any similar mods, please let me know (I couldn't find any) Mod Features: Notes: Download: GitHub Until the mod is fully tested, there won't be any workshop links. Sorry for the inconvenience. Installation: Requirements: Community Base Addons (CBA)
  3. AZCoder

    Ai planes

    What you don't like them calling out "soldier 300 meters front!" all over the place? Especially when wandering in a town and the "soldier" is just a civvie walking around LOL. Ok that drives me crazy.
  4. Today
  5. Try adding an _SMDI texture to stage 5 of your RVMAT. Stage 7 should also be _co.paa not _ca.paa Also your "specularPower = 150;" seems rather high unless you're making a metallic/chrome looking balaclava. Try changing it to ~50
  6. DSabre

    Military Aviation

    Dev Update A new item can be used to lock planes down. Place them next to a plane in editor. On map start it will lock the plane in position. No more rolling all over the place. Stop and shut down engine near service cone to lock the plane after landing Use the service quad to place / remove cones Also for next update: - changed Afterburner to physX push mode - added cam shake when breaking sound barrier - added PhysX penalty if gear is extended beyond 450km/h
  7. [A]  Salbei

    GRAD Captive Walking

    v. - removed Debugging
  8. I m making a balaclava mod. Everything done except texturing. My issue: Parts which are the taking light, as what i want, its looking okay. But parts which are the not taking light they're so dark as its should not to be. In-game photo: https://prnt.sc/tey21i My rvmat: class StageTI { texture="balaclava\textures\balaclava_ca.paa"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.5,0.5,0.5,0}; specularPower = 150; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="balaclava\textures\balaclava_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="balaclava\textures\balaclava_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture=""; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1,0.3)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; useWorldEnvMap="true"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; You can tell me if any file missing to find solution. I m waiting for replies...
  9. Hello LJ! i hope in the next update you will fix it: Also, a bit of my babble: I know that you are a fan of shooting sounds, but even so I ask you to pay attention to other sounds of the game. The sounds of a weapon change are either absent or sound very quiet. This is hardly noticeable, please correct it - add the missing sounds and as a whole make the sounds of changing weapons louder. Else, the sound of the player’s character rotating in both directions (roll), sounds very quiet. It does not look realistic. All the sounds I have listed, in real life are the result of actions near the ears of the player’s character (especially roll in both sides on the ground). That should sound louder, so it will be more realistic! Thank you for your dedication to your A3 modding: D
  10. Ok, just let me know which ones you need. I don't think i'll make them (the Vector graphics) available to the public at this point. Here's some further ones you can choose from. If anybody else is interested please PM me.
  11. ({_x in yourHelo} count allPlayers == count allPlayers) && !(allPlayers isEqualTo []) the second part of the condition to avoid the trigger firing prematurely at start.
  12. ssk001991

    ideas for new weapons

    I thought of new loadout weapons you can add. Beretta 92FS handgun, Desert Eagle (with .50 AE rounds), M870 shotgun, 44. Mag, MP40, BAR, KAR 98, STG 44, M1 Grand, SPAS 12 shotgun, TEC-9 pistol, mini 14 rifle. I know this game takes place in 1991 so if a few of these weapons are a little newer I am sorry, I really don't have too much knowledge on the dates some of these weapons were actually created aside from the WW-II era ones.
  13. Jackal326

    Flickering grass

    What @Gunter Severloh said, plus could you maybe post a video of the issue?
  14. I am going to apologize in advance if this question has already been asked, but I did not directly see any answers to it through a brief search (I may not have been using the correct keywords). Would anyone have any recommendations for a decent low-cost VPS host to use for ARMA 3 - Exile server with Windows Server 2019? I have checked multiple hosts, and the average cost I am seeing is between $30 - $50/mo for 4 cores at 3.8GHz+ and 8+ GB of RAM (I hardly find any VPS packages for less than 8GB of RAM). I am specifically just looking for a low-cost VPS to set the server up on, test that everything is working, then upgrade the memory to handle more players once it is ready. I would host it at home, but not sure if my bandwidth would be high enough to support 50+ players (150Mbit/sec down and up, 32GB DDR4 RAM, 8-core Ryzen 7 3.7GHz with liquid cooling, Windows 10 Home). I did try checking out Amazon EC2 packages someone referred me to... but the cost per month, even with a savings plan, was ridiculously expensive at roughly $240+/mo for a 24/7 server. Only reason I am looking at a VPS vs just a hosting package specifically for Arma 3, is the costs seem to be about the same, and by hosting it myself on a VPS (or on my PC via a virtual instance), I don't have to pay by the slot, but rather based on hardware. I am also willing to try setting it up on a Linux OS, I just have minimal to no experience with Linux vs Windows. Thanks again for any input, it is greatly appreciated!
  15. @Groove_C : my source is TechPowerUp Intel Core i7-10700K Review - Unlocked and Loaded I emphasize the point because even if Intel managed to use a technology that is now outdated for the last time, with certain efficiency, it comes at a cost. It should be remembered that the TDP of 125 W displayed on the official description is in no way representative of actual consumption. As far as I am concerned, I will wait for the next generation of Intel processor featuring a new architecture and a new 7/ 10nm technology before considering upgrading my game configuration. Here and now, opting for a Ryzen 3700X or 3800X is a wise choice that allows you to build a balanced, versatile and high-level configuration.
  16. Oh nice! From one of the Masters themselves 😉 Will do brother! =============== Update added Rydygier's Tutorial: [Tutorial, Polish] SQF scripting for absolute beginners in Polish to the list! Thanks for the release!
  17. Jeremy James

    Helicopter To Wait For All Players

    Yep I see how that works and Ive tried in and works fine, I actually watched pierremgi video on the same subject and all good. However, I would like it to count the players on the server. E.G. There are 4 Blufor players, individual players and not linked to a group that need to get the heli before it takes off. So the code would match the amount of Blufor players on the server to the amount in the heli and when the numbers match it takes off.
  18. One day I decided to test my... "teaching skills" (not sure, if I have any though, beware...) and created a scripting tutorial in Polish for absolute beginners. There are some good sources in English, but seems hard to find something like that in Polish, hence such language choice. Here it is: https://skryptysqf.blogspot.com There's no English version currently other, than google-autotranslated. It's short, 4 chapters, still I tried to cover important basics of scripting craft (my way of practicing it at least). The main goal is to lower as much, as possible the entry treshold for those, who want to begin the adventure with Arma scripting, but have no clue, how to. Therefore this tutorial tries to provide also informations usually omitted, assumed as known/obvious. From my experience - nothing is obvious at the start, such assumptions, as I recall, was pobably the biggest obstacle for me. It is written from non-programmer perspective, without any programming experience assumed in the audience (I hope). Chapter 1 explains preliminary topics like the role of the scripts in general, the sources of them, the basic way to use them in the game. Chapter 2 focuses on the learning metodology, knowledge sources, basic terms and concepts required during the work. Chapter 3 describes in detail a complete process of writing working SQF script example, from the bare concept description through the algorithm synopsis, collecting required commands, line-by-line walkthrough, syntax pitfalls... to the trial run footage. Chapter 4 is all about the art of debugging (how I do it).
  19. sygsky

    arma gold servers after gamespy shutdown

    https://www.gametracker.com/search/arma/ - this is main resource over Inet for remained Arma-1 servers.
  20. 09-07-2020 EXE rev. 146505 (game) EXE rev. 146505 (Launcher) Size: ~ 220 MB DATA Fixed: The (grenade) throwing sound while holding a pistol, launcher or no weapon at all, was not correctly triggered FT-T151956 Fixed: Smoke not being visible while looking through Kiosk glass FT-T151139 Potential Spoilers (Old Man) ENGINE Added: New script command getLoadedModsInfo FT-T151377 Added: New script command getAttackTarget Added: New script command unitTurret Added: New script command selectionNames to retrieve such names per LOD DT-T123926 Added: New script command namedProperties FT-T151256 Added: New script command is3DENPreview Added: New script commands ctrlScrollValues, ctrlSetScrollValues for working with control scrollbars Added: Ability to select RscListBox entries with the right mouse button (enabled via config entry) FT-T151053 Tweaked: Expanded playSound/playSound3D/say3D script commands with a start offset parameter Tweaked: playSound/say3D script commands now return a sound source object Tweaked: 3DEN custom compositions now get placed into their own layer (like pre-configured compositions) Fixed: Pop-up error when getNumber is used with a config array or class FT-T151967 Fixed: Mitigated visual shadow banding artifacts Fixed: Invisible CT_TREE scrollbars would block item selection Fixed: CT_XSLIDER was created with CT_SLIDER type
  21. Gunter Severloh

    Flickering grass

    Welcome back to Arma3 onlinegamesz! Sorry to read about your issue, Is it all vanilla maps, modded maps, or a map in particular? Running any mods? What are you playing when the grass is flickering, are you in the editor, a sp scenario, a hosted scenario, or on a server? Is it just Arma3 or is it happening in other games as well? Have you verified the integrity of cache? Did the grass flicker before the latest gpu update?
  22. Gunter Severloh

    what happen with the optimization?

    Castor7891 Welcome to BI forums! Optimization at this point in time of the game's development is i think is up to the player, BI could surprise us as they have in the past but ideally you got to do it on your end. To start off best to: Post what computer specs you are running with. What your playing - SP, MP, editor, a mission you built, mission you subbed too, mission on a server. Running any mods. Your settings. Overall what your working with and playing that is giving you 30fps.
  23. doArtilleryFire [position selectRandom(allUnits select { side _x == west } ),"8Rnd_82mm_Mo_shells", 5]; should do it...
  24. FoxtrotF

    Old Man Skip Time

    It is possible, to include an Old Man Systems via description.ext file #include "\a3\Missions_F_Oldman\Systems\commonDescription.inc" Then Just to drag and drop Old Man Init Module (Systems->Old Man->Old Man Init) for the basic initialization After that even phone app start to appear in map section, but all the buttons are disabled, you can even put "Tracked Device" module and sync it with an object, so the geo-app in phone should start to beep when you are in proximity of the object, But I didn't found way how to add this app, in Old Man scripts they extensively using player setVariable ["BIS_CanHaveTrackingDevice", true]; player setVariable ["BIS_hasTrackingDevice", true]; ["Detector", true] call BIS_fnc_OM_phone_enableButton; in fsms and sqf files, but I did not found a way how to init phone app, time spiking and sleeping is also in Alarm section of this phone app, but again icon is inactive. May be someone found a way how to init this stuff, may be some clues or advises?
  25. I don't know then, for me it works with a standard amount of traders. Not sure if anyone else has this problem.
  26. I'm need this for targeting position. doArtilleryFire [position selectRandom(allUnits side west),"8Rnd_82mm_Mo_shells", 5]; But I'm getting missing ) error in the editor.
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