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  2. LSValmont

    3den Enhanced

    Somehow the error stopped popping suddenly... I changed nothing it just stopped out of nowhere... so I guess Arma? Still a fix for it not happening in the future is super welcome! So thanks for all your work and fixes!
  3. i am having teh same problem pleas help
  4. T. Ditch

    CAG/Delta Force Faction

    Any plans for more backpacks similar to what was in Altis armed forces?
  5. I think that the last part might be because it would be very silly for a regular vehicle to keep burning while underwater. It does make sense to disable fire and smoke when in the water, though it causes problems for stuff like the ANZAC, which isn't a very common use case, to be fair.
  6. BadHabitz

    Arma 3 - Creator DLC Discussion

    No reason to pay for this unless my entire unit does as well, which honestly isn't going to happen. No reason to pay for mods I cant use in my unit's missions. A shame. Even as a purchaser of the Supporter Edition I've spent a ton of money on Arma 3 and it's DLC as gifts to friends and comrades. If this pay model extends to the rest of the future paid mods it's going to be a sad future for what's left of this great community.
  7. You should be able to answer that yourself, if you dont see them doing it, it obviously means its not in their technical ability to do so, in other words their not scripted, or programmed to do such things. Like i said in a previous post, it can be scripted or modded to do so, but the person coding it would have to understand the functions of such a system to make it work and translate that into code.
  8. Today
  9. gc8

    GcCTI [SP/MP]

    New version! What's new: The AI commander researches weapon and vehicle levels (Can be disabled) Mines are back on town roads (Can be disabled) Infantry unstuck code The mission is automatically saved and can be loaded by setting the load param (This feature is still highly experimental and may not work properly)
  10. R3vo

    3den Enhanced

    Are you still getting this error? If you still encounter this issue I can send you a test version with a potential fix.
  11. R3vo

    3den Enhanced

    3den Enhanced Update Version 3.9 Download (OneDrive) https://1drv.ms/f/s!AvgETyKiA6bQivF-QnGC-QN_wiB7fA Changelog (Steam): https://steamcommunity.com/sharedfiles/filedetails/changelog/623475643 Armaholic will be updated soon.
  12. SQF-VM now has testing ❤️ https://github.com/SQFvm/vm/tree/master/tests so now is the best time to join the project, even if you only know SQF 💪
  13. michy_REV19

    [ArG]Replacing AirsoftGuns

    Today, I joined this project from Japan TRI Gaming XD
  14. fingolfin

    CAG/Delta Force Faction

    For now, it will stay the way it is. No new dependencies, some new retextures and models (if I get permission to include them), incorporating new RHS stuff, that’s it. I currently have no intention to expand the focus of the mod beyond CAG.
  15. domokun

    How to improve visibility range?

    Try these 2 mods: Altis mid range terrain texture replacement Stratis mid range terrain texture replacement
  16. I've been playing Public Community Zeus for quite a while now. Despite its problems with the playerbase which do sometimes occur, it is still a good amount of fun when everyone tries to cooperate. Although, there are various things I'd like to see changed, along with many other Zeuses, for quality of life, but also for greater immersion and overall improving the quality of Public Zeus. We will be going over a couple of suggestions, of course everyone can post their own ones in this thread too, and try to keep it active, so hopefully BI Developers will see it by chance. We'll get started. All suggestions are built up in atleast three parts, the idea, why it would be useful, and how it can be implemented. No °1: Zeus as a Player I would like to see that the Gamemaster is a 'player' on the ground, usually part of the team the mission takes part in (in BLUFOR servers, Zeus is also BLUFOR etc). Although, with the existence of 48+2 servers, it would also be useful for Zeus to be able to rapidly change comms, means, that he can change his 'faction' and effectively communicate and coordinate with the other team if necessary. This suggestion is made mainly because of the fact that communication in Public Zeus can sometimes be difficult and 'overwhelming' for players. If Playerbase and Zeus want to talk, they have to do so through the Global Channel, no other channels seem to work. It would be great if Zeus could talk in Command Channel directly and only to squad leaders, or in direct, for a more 'personal' note, maybe for some immersion and such. Also, during 48+2 servers, it is much easier for Zeus to give orders to different factions, without informing the other factions of their plans, which could be mission compromising even. Now, to its implemention. The best way, as mentioned, is to let Zeus spawn in as a faction specific character. With the existence of 48+2 servers, the best would be to grant Zeus the ability to change his faction 'allegiance'. It could also be added for 16+2 Zeus, but that is optional, as usually, Zeus only needs to communicate to his guys. Regarding the game moderator, he could also be a player on the ground, and here it is very definetly recomended to add either: Allow a parameter function where the gamemoderator can only spawn in as a character, but also keep it seperate from spectating only. This simply means, that if the gamemaster doesn't want anyone other than him be in a character slot and so communicate with the playerbase he can do so. No °2: Direct Communication A small suggestion, but with a great impact is to allow Zeus to use direct communication while remote controlling units. This would allow for more immersive communication, and wouldn't require Zeus to wander around rapidly to talk to players if No °1 would be implemented in the game. It would simply act similiar to how players communicate with eachother in direct, and would only be used while Zeus is remote controlling an AI unit. No °3: Custom Compositions Something I have noticed is that many Zeus missions often are very generic in a way that they all look and feel the same. It's quite difficult to build in Zeus, so it would be easier if gamemasters could launch up the Eden Editor or Zeus and build something, and then save it as a composition. Same applies to units, it would be awesome if we could deploy custom units instead of having to arsenal every single one of them seperately, which is very time consuming. This is something which many Zeuses would love to see, missions can easily be more immersive and much quicker to make! Yes, there is a chance that some Zeuses will use this to pre-build missions most of the time, but this will easily make missions more easy to deploy and faster too. It makes playerbase wait less time before they can do their next mission. Bonus Points if Zeus is also able to spawn said Custom Composition on the positions where he created it. By that, I mean that when Zeus creates a mission somewhere in the mountains, he can press a button, and all the objects he put down there and saved will be put at the exact same position where he put them down while he was creating the composition. Sidenote: please also add us the ability to do this for arsenal and supply crates. It'd be great to quickly ressuply players with their corresponding supplies instead of having to spend five minutes in a UI to select everything. This can simply be implemented by allowing Zeus players to access their custom compositions they created in either Eden or Zeus. I very much hope this is possible, since this would make playing as a Zeus so much more enjoyable. If all of the other suggestions would be thrown away but we could keep this, I'll be more than happy still. No °4: Implementing Scripting / Advanced Functions This is optional, but was the case once for BI Public Community Servers, but one day got disabled, it was some time ago so I forgot the exact reason why. Although, everyone would still love to see it return, not even in the form of the Debug Console, but atleast something where we can use scripts, or more advanced functions like making units surrender and such. It may be a bit more controversial as it has been disabled before, but this would make it easier to design missions. Letting units surrender is a key to this too, as that would be great to see in missions, enemies who aren't just shooting bags, and can also make rescue missions easier to implement. Overall, as said, there is no need for the full debug console to return, but it would make everything much easier, and would be saving time for the guys at Bohemia Interactive, as then it's up to the players to create said functions themselves. But if it would simply be advanced functions which can be applied on AI, that would be useful too. All this would require is either granting Zeus be able to edit units the old way, and if the debug console gets enabled, either grant its usage to the server admin or to the Zeus. With advanced functions, it would require some scripting on BI's part. No °5: More interactive markers in the map Currently, markers in the map are basic but do the job. It would be great to see players be able to create 'zones' in different colours to make the surface of areas more cleary, and make orientation of ground troops easier. That is the main part to this suggestion. As mentioned, orientation is easier to understand and if zeuses could atleast draw (like players can), this would make it so much easier to better coordination with the teams. All this requires is to add more advanced markers to Public Zeus. Nothing more, atleast according to my understanding. I very much hope you guys like these suggestions, and can maybe even forward them. I understand Public Zeus isn't the most popular gamemode, and not high priority, but many players still very much enjoy playing it, and it's a great place for new Arma 3 players to start. It's really time to update it again, as Zeus is being overshadowed by the Warlords Gamemode, which is really great, but some people still just prefer Public Community Zeus Servers. If I wasn't clear somewhere, please ask me, as I am not the best guy at explaining. I also again hope that it will stay in this place of the forum, as official missions seem to be getting greater attention than the Zeus category. But, considering that these Public Community Servers are indeed official missions, I am not too woried about that, and instead hope that it will truly reach BI, and that they hopefully do listen to the small community that plays Public Zeus. Thank you for your time.
  17. lex__1

    Arma 3 - Creator DLC Discussion

    1. What makes the Creator DLC different from the Mods that the community likes to use? I understood everything about the quality that does not solve the existing problems in the game. But I didn’t understand at all about the remuneration of the Creator DLC participants, the selection of which took place without taking into account the wishes of the community. How much will it be claimed by the community? 2. Restrict the sharing of owners / non owners Creator DLC. What is the main point of such a decision? Content Creator DLC is not supposed to be used in conjunction with the content of other DLC, they can not put the general game opposition, or something else? 3. In terms of marketing. Owners of previous DLC aroused interest in the players to buy DLC, being in a joint game process. The content of the previous DLCs was and remains in full view of everyone; this increases the chance of a decision to buy a DLC and does not separate the players playing on the same server. New circumstance can reduce the estimated profit? 4. Each Mods server evaluates the wishes of its players about which Mods to integrate on the server. Any restriction or problems in Mods always caused a failure to use it on the server. Let me remind you that most servers with Mods find their fans and not many servers can provide a platform for everyone to play on the server. What is the chance for those who bought Creator DLC not to be left alone with Creator DLC, or to play on several overpopulated servers?
  18. A single unit can be a group on it's own so that should be fine, after they're group ed they should fall under original group variable and their own variable ignored (I think). Just see if any of it works and build on that.
  19. Keep it up, I see great potential here, not only for AI. I'm curious in how you get the floor points (blue) and how do you distinguish wall from floor, is lineIntersectsSurfaces involved by any chance?
  20. It's ok if I assign the variables to groups and single units, right? I got a few ungrouped units for animations and stuff, they get grouped after contact, but it's not always happening in time.
  21. You don't need 2 triggers. Perhaps one for the area... and just a condition for your code in your event handler. Simple as that. The understanding effort is on your side.
  22. Campaign «PEACEMAKER» part-2 Above the remake of the second part worked: [IMB]PIONEER — curator and main developer. [IMB]Soviet — creation of scenery. Vergessenen — a creation of scenery, work over missions. Testing was done by: Vergessenen, [IMB]rezakpower, [IMB]BouH, [IMB]Soviet, [YKT]Morfey This is the second part, so you need to go through the first part! If you have already passed it, it will open automatically! Made as well as the official campaign from BIS. AI in ArmA 3 is not stable, the technique might roll over or not go, infantry might not correctly respond to your instructions, might not go, not shoot, lag, etc. If you encounter such problem it is recommended to replay the mission, If anything you can write to the bug report. To be continued (there will be the 3rd part, +5 missions) ... You can help us: Like it, comment on it. v1.4 Added the second part of the campaign, +5 missions! English translation improvement by Ed Added simplified Chinese from Tea Chinese added by Mahalashivili Mali CWR Weapons mod added minor fixes Steam Workshop Part-2 google drive part1 v.1.4 google drive part 2 v1.0
  23. Folkward

    Project True Viking

    Thanks for your kind words. A Discord Channel is on it´s way and will be very soon available to the public.
  24. PCanas

    Arma 3 is messing my connection

    Nothing big or that I can remember, except I now have Arma and mods installed on a dedicated SSD. But I had the problem before, I just did that change because the disk I had before was getting too full and I couldn't play with more that 10 fps. My internet connection is now (since December '18) 100Mbps optic fibre to the router. Router --> PC is wireless connection. Before this I had a 4G router and the only time I had this kind of problem was when the ISP made traffic shapping to my connection, but then the problem would be with everything that used internet, not just Arma and TS, so it was expected and understandable.
  25. Mods: Cup maps and terrains, Gear collection Delta, RHS (all), DHI mod, GEARSOC, DIreone poses, Whiplash poses, Nikoaton poses, ZL2 poses, Polpox's artwork supporter
  26. Something else I'd encourage you to keep in the back of your mind is AI that only has a melee attack and possibly cannot open doors. Dogs or zombies are an obvious example but an even better one I think is Raptors chasing you around a hospital or other large facility. I guess there'd need to be logic that allows a route to be interrupted by the need to close directly with a discovered enemy. Understand this might not be a priority but just wanted to make mention in case it informs some choices you might have to make.
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