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  2. Valken

    Arma 3 CallOfDuty 4MW ReArmared

    Awesome... The SP was amazing for a CoD game. I wonder how you are going to pull off the first mission escaping the flooding ship?
  3. tourist


    Happy to oblige, Haleks. I am one of the (sadly) very few Germans who respect their Grundgesetz (German Constitution) where it says in Article 14, 2: "Eigentum verpflichtet. Sein Gebrauch soll zugleich dem Wohle der Allgemeinheit dienen." And roughly translated into our forum's lingua franca: "Property obliges. It's usage should serve the public welfare at the same time." Ready to support you with my dedi whenever you have something ready for testing!
  4. Hello @mondkalb! I have a small question about the terrain, if you don't mind : what is your approach regarding buildings? Is the proportion of enterable buildings similar to what we have in vanilla Arma3? How do they compare : are they all empty or is there some kind of generic furniture?
  5. Ofcourse, not questioning that, just wondering....
  6. Even though Leopard 2 and T-72 were already in use at the time, Leopard 1 and T-55 were still the workhorses in the Panzergrenadier and Motorized Rifle Formations. So, to start with these is a reasonable choice.
  7. lex__1

    Battleye Corrupted Memory #0

    1. Did you install BattleEye over the old one? Did you delete the BattleEye directories in user files before installing BattleEye? To find all the BattleEye directories on the system disk, use the search on the system disk named "BattleEye". If the process of deleting BattleEye directories does not occur, look for running processes in the task manager - "BE", and close them. 2. Reinstall Visual C ++ as written here. 3. This is on the BattleEye page Corrupted Memory #X
  8. "reasons, not opinions" - this is exactly what i have been doing for the last two weeks. The trouble is that you do not see! If you offer me to make a new post, in a new place, then I do not know where it can be done with greater efficiency than on the developers branch. It makes no sense to do it in a new place ... In particular, feedback does not work! Sometimes it seems to me that there is no point in doing it even here, since the game has already died. because it is no longer interested for developers. Direct proof of this is that Arma3 is a tonns of errors and not functional things, which however are declared as functional, but developers don't care anymore
  9. Flynn375

    Arma3 Videos

  10. Hi guys this is my project i recreating the Call of duty 4 missions on Arma 3 from the " Crew Expendable" operation to the "hunted" mission playable in multiplayer with the help of an excellent zeus i tried to recreate the settings in the greatest detail that Arma can offer But as you will know, for many things it sins I'm looking for a good guy who knows how to recreate various objects for this MP campaign (ex cargo ship) to then publish it on the workshop to make everyone participate in this fabulous campaign Because you also know that when we talk about the MW campaign, a small part of us gets excited once again For now I leave you only the screens of the environments but in the future I will provide you with a nice video dedicated to all this Please comment and have your say and why not if you want to join the project 😎 MORE SCREEN AND VIDEO INCOMING
  11. ShaKi-78

    Battleye Corrupted Memory #0

    After getting dropped out of the server with message "Corrupted Memory #0", my BattleEye Log Messages in the launcher window only displays: 16:01:20 Starting BattleEye Service... 16:01:35 Launching the game... Nothing else.
  12. Hey there, I have a few script errors which bother me for a while in the UPSMON-Urban Patrol Script by Monsada & Rafalski. I have no Idea how to fix them, since UPSMON is way over my scripting capabilities. One in particular is pretty annoying, it starts spamming at mission start: Error in expression < }; if (_inheli) then { _landing = _heli getVariable "UPSMON_landing"; if (> Error position: <_heli getVariable "UPSMON_landing"; if (> Error Undefined variable in expression: _heli File D:\x\x\ArmA 2\missions\OP%20GECKOHUNT%20v2%2e2%2e9%20Final.Takistan\scripts\upsmon.sqf, line 1473 I feel like this one is bugging out the helicopter AI landing from time to time and makes the chopper stuck. Here is the script: Link to the scripts: http://www.armaholic.com/page.php?id=9213 And here is my full rpt file for a few more UPSMON errors, saved ~30sec after mission start. Something is happening with the markers, something with the stuck control and something inside the functions script file. I hope someone already got experience with those errors since it is the latest UPSMON version. Cheers
  13. Today
  14. You can use vehicleVarName and setVehicleVarName
  15. Hey, I managed to get it to work after some small changes. Here the finished scripts: Script executed via init.sqf: groupinit.sqf ShoutSound.sqf Thanks again for your help! Cheers.
  16. @Snkman: Oh, that sounds so promising! 👍 I am eagerly looking forward to testing the new version! ☺️
  17. Thanks for your reply @pierremgi. I used your tip to made a search in google and I found a very interesting approach. This work make me to change the original idea. I imagine my new algorithm in this way. After fired any weapon setcapture is false and it check after some time (random between 20 and 40 seconds) if the enemy knows about player. If not, setcapture change to true. A second idea is that firing a weapon and kill some player start a countdown trigger. This trigger simulate that the enemy killed fail to answer a radio check. I'll search the way to put the enemy in alert when this trigger is activated. Do you know if the enemy detect if the player has the weapons down or in his back?
  18. ANZACSAS Steven

    Arma 3 - Creator DLC Discussion

    I dont see how BI will be able to get proof of original authorship of all code and files unfortunately.
  19. Heya, yes we would like to expand GM of course. In our minds we're far from done. However any updates have to be negotiated with Bohemia Interactive, as they'll have to clear any update/patch through their QA. The setting for GM is generally 1980s, while the campaign and terrain are set specifically in summer 1983. At that point the vast majority of MBT available and waiting on each side of the wall were Leo 1 and T-55. This means of course that the next logical step for new MBTs within GM are indeed Leo 2 and T-72. 🙂
  20. Interesting, so it's possible we will see more vehicles added over time? If that's the case, are those future vehicles included in the 42 vehicles/variants on the steam page? I found it a bit odd how the DLC will be set in the 80s but the MBTs are T-55s vs Leo 1s, unless ofcourse you plan to add T-72s and perhaps even leo 2s.
  21. Your very welcome oldy41! Yes it really is... There are so many different types of scenarios possible in ARMA... Thought i would have already covered them all but as you can see... Indeed your find really is linked to a command i was using wrong! I used: _unit doWatch _enemy; Which makes A.I. unit(s) watch their enemy(s) and keep track of them even if without LOS. I changed it to: _unit doWatch (getPos _enemy); Which makes A.I. unit(s) watch their enemy(s) once only and if no LOS they will not be able to keep track / watching their enemy(s)! Good find i have to say!
  22. NikkoJT

    Arma 3 - Creator DLC Discussion

    All Creator DLCs are vetted and checked by BI before being accepted into the program, are developed in close cooperation with BI, have to be up to BI's standards of quality, and are QA'd and approved by BI before release. It'd be pretty hard to get through that, and because there's legal contracts and stuff involved, any creator that somehow did get illegal or copyrighted content into a paid DLC would be in the shit with the law. It's not just "anyone can make a paid mod now". There's a process, and only a select few proposals get accepted.
  23. Is the image browser working for everyone else?
  24. Congratulations team!! Sounds great and best of luck to you.:)All new creations is a big selling point.:)
  25. Hi all, I'm having this huge issue with AI-mods. I mean it is common knowledge ArmA without AI-mods like VCom or ASR is not that fun. Now then, if you want to run e.g. VCom on your dedi, it means ALL missions run on the dedi will have VCom on. Some great content - missions, campaigns - just do not want you to use such mods due to compatibility issues. They might have some already integrated, or then made so that an AI-mod could break them. Now there are also things like Tactical Combat Link - Type X, and I would be very keen to run that for tests as well (warm memories of GroupLink 1..n), but I'm torn because the difficulty to set the server so that it supports optimal gaming experience for many different mission types and theaters. Should one run two (or more) servers side by side with different AI-mod (or no AI-mod) setups? How to solve this?😕
  26. .kju

    what do you want hosted?

    are you more about public server/public game modes, or also interested in tournaments/events (like MP PvP campaign style)
  27. ANZACSAS Steven

    Arma 3 - Creator DLC Discussion

    If we,the community and moderators cant stop free mods from using unauthorized content, what is going to stop mods from selling the unauthorized content?
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