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Found 303 results

  1. To support Captain Miller’s “I Want You To Vote†campaign, we’re running a special competition, with an even more special prize. How to enter? Create your own “… Wants You To Vote†poster or video for the Make Arma Not War contest. The best submission will win a true Arma 3 fan package, which includes a boxed version of Arma 3, a printed Arma 3 Tactical Guide, an Arma 3 t-shirt, and an Arma 3 USB flash drive. UPDATE: The results of the 'Want You To Vote' competition are in! Check out the submissions on www.makearma.com! And of course click here to browse through the Make Arma Not War entries and vote.
  2. http://www.arma2.com/downloads/update/a2oa-server-1.63.112555.tar.bz2 http://www.arma2.com/downloads/update/a2oa-server-1.63.112555.tar.bz2 temporary mirror, as our FTP is down n/a Warning: WARNING: this build is major build 1.63.x thus not compatible backward with 1.62 clients ! both client and server must have this beta build Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.62 first in order to run properly. * needs to combine with latest OA 1.63 beta client : http://forums.bistudio.com/showthread.php?168767-ARMA-2-OA-beta-build-112555-(1-63-build-release-not-backward-compatible) Please provide us with feedback to this topic. * Contains some bug fixed not linux specific + timestamp in logfile (linux specific) * Fixed: Linux Date format wrong (https://dev-heaven.net/issues/17313) * this version brings OA dedicated linux server into sync with actual windows server improvements and ai/mp fixes (only up to it's nr. not higher)... http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.62.xxxxx linux server :
  3. The first newsletter for the Make Arma Not War contest is now available: http://makearmanotwar.com/newsletter/december_2013 ---------- Post added at 02:33 PM ---------- Previous post was at 02:32 PM ---------- The February 2014 newsletter for the Make Arma Not War contest is now available: http://makearmanotwar.com/newsletter/february_2014 ---------- Post added at 02:33 PM ---------- Previous post was at 02:33 PM ---------- The March 2014 newsletter for the Make Arma Not War contest is now available: http://makearmanotwar.com/newsletter/march_2014
  4. Hi Folks, I want to do a "big" military parade on the big airfield on Altis. The big boss is standing on a tower/viewing point and some tanks should drive by. Unfortunatly the tanks don´t drive from one waypoint to another (which are (exactly pinned ON the runway) along the street near the viewing point), instead they drive offroad... Behavior "careless" or "save" doesnt change anything, I already tested, but they should be in that mode, because I want to see the crews head out of the hatches. They should drive from A to B (Formation: File in two rows ). And they should drive in two rows and I don´t want to use the staggered column. Even they´re set by me in a "file"-like starting-formation, they need to reconfigure their postions until they´re in formation. Is there a posibilitiy to get two rows of a military parade, which are starting in a two row formation and which is staying on the road? How ca I get this? They just need to drive by in two rows, no big thing, but I don´t get it. Greetings Purzel
  5. Tune in now for an unexpected Arma 3 Developer's Livestream with Associate Producer Matt Lightfoot and Designer Thomas Ryan: http://www.twitch.tv/arma3official This entire afternoon they'll be playing through the 'Survive' Campaign Episode (beware of spoilers!). Join us live and ask us your questions #Arma3Live. We intend to stream more regularly in the future, so also be sure to follow the Arma 3 channel on Twitch!
  6. Hi everyone, We would like to let you know that certain entries in the Multiplayer and Addon categories may now also be submitted to the Make Arma Not War Dropbox. What’s changed? Over the past few weeks, we received several e-mails from contestants in the Multiplayer and Addon categories who - for technical reasons - were not able to submit their work to the Arma 3 Steam Workshop. As a result, we've decided to allow for certain exceptions in the Multiplayer and Addon categories. If contestants are not able to submit their work to the Steam Workshop (whether it's because of file size, complications with servers, or otherwise), they will now have the possibility to submit their work to the Make Arma Not War Dropbox. How does it work? If you are competing in the Multiplayer or Addon category, and cannot submit your work the Arma 3 Steam Workshop, please send an e-mail to support@makearmanotwar.com. In the e-mail, you should clearly state why you’re not able to submit your work to the Arma 3 Steam Workshop. Make sure to also include the link to your entry on the Make Arma Not War website (if you have it), so we know which entry is yours. If your request is accepted, we will set you up with a shared drive on our Make Arma Not War Dropbox. You can then use this to share your files with us, and a Steam Workshop submission will no longer be required for your entry. I still have questions. As always, if you have any further questions, please do not hesitate to contact us via support@makearmanotwar.com. Good luck in the contest! Note The Singleplayer category will still need to be submitted to the Steam Workshop. This is because, in this category, public voting will select the finalists - and we want to keep it as easy for people to install, play, and vote for these entries. (Existing contestants in the Multiplayer and Addon categories will also be contacted via e-mail. The application process on www.makearmanotwar.com has been updated to inform new contestants about this alternative possibility.)
  7. I have complained about the ridiculous amount of shots needed to kill a man in this game over the course of the patches, some of the times moderators or devs have hinted at, but never been clear, the idea that difficulty affects damage even if extended armor is off on all settings. As if infantry take less shots on "Veteran + Extended Armor Off" than "Regular + Extended Armor Off" for example. Can anyone confirm this? Because on regular with extended armor off it is getting extremely frustrating to kill people with 5.56's and 6.5's at medium range, as a HUGE Arma fan I find myself playing games like Arma 2, Red Orchestra 2, and Insurgency more and more because their weapons don't seem to have the firepower of .22lr's. So please, let me know if this is true.
  8. fixed: https://dev.withsix.com/issues/74473 https://dev.withsix.com/issues/72574 to report any regression in 1.63 please see: http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas edit: Small reminder - this beta is published as Beta branch of stable version. Not separated beta product.
  9. As the title suggests, I am trying to access the init from a created object from an sqf.. My example example of the object and position. //f-18_1 _pos = [14228.0078125,16305.0800781,0.00465202]; _object = createVehicle ["JS_JC_FA18E", _pos, [], 0, "CAN_COLLIDE"]; _object = _this select 0; _object setDir 144.741; _object setPosATL _pos; Now I would like to add a re-spawn via external script,, Iceman77's advance vehicle re-spawn to be more exact.. _nul = [this, 2, 1, {}] execVM "vehrespawn.sqf"; But I'm at a loss for a solution at this point, as the code normally implemented in the argument, seems to have changed in the last while. setVehicleInit processInitCommands clearVehicleInit So,, that is my question. I would like to access the command remote.. So that leads me to. call BIS_fnc_MP; However, I'm unfamiliar with this method. I just want to access the init field of an object for re-spawn or simple commands to run my missions/projects.. Could someone help elaborate, as I'm sure others would like help with this as well... As you can see I clearly did some research, but I need help or a nudge in the right direction.
  10. Beta build 125402 has just been released on Steam. Change log: - fixed Steam command line parameters parsing - PlayerID is now SteamID - improved BattlEye implementation (Steam Launch options updated)
  11. Bohemia Interactive and the International Committee of the Red Cross (ICRC) today shared a to raise awareness for the topic of ‘Health Care in Danger’. In the video, Christian Rouffaer - head of the ICRC's international humanitarian law and video games project – discusses his role at the ICRC, the ICRC’s Health Care in Danger campaign, and the connection with Bohemia Interactive’s €500,000 Make Arma Not War contest.The ICRC’s Health Care in Danger campaign, which is part of the organization’s many efforts to protect victims of war, aims to address the current violence against the health care sector - ranging from direct attacks to patients, medical staff and health-care facilities and medical transports, to denial of access to and forced entry and looting of health care facilities. The campaign was launched as a response to an uprising of illegal and violent acts that impede or prevent health care delivery. Aside from developing practical solutions to improve the safety of health care, the ICRC is also committed to raising public awareness for the problem. This led to the unique collaboration with video game developer Bohemia Interactive, who is well-known for its award-winning Arma® military game series. Looking to create a change in virtual reality which can hopefully be carried into the real world, the two parties set up the Health Care in Danger Special Award as part of Bohemia Interactive’s €500,000 content creation contest for Arma 3. Given to the entry which covers the topic of ‘health care in danger’ the best, the winner(s) of the award will go on a one-week trip to an ICRC mission in a foreign country, organized by the ICRC. “We’re looking for game content where medevac procedures are more complex. For example, a game mod where providing first-aid to a wounded enemy would be rewarded - or new hospital, ambulance, medical personnel and equipment models, which other players and mission builders can use to enrich their gameplay. We believe that you can get inspiration from many real-life stories from past and present conflictsâ€, said Christian Rouffaer, who also represents the ICRC in the Make Arma Not War jury. The winners of the Make Arma Not War contest, including the winner(s) of the Health Care in Danger Special Award, will be announced on January 15th, 2015. More information about the Make Arma Not War contest, the rules, prizes, and categories is available on www.makearma.com. A written interview with Christian Rouffaer about the Make Arma Not War contest can be found at http://www.makearma.com/interviews/icrc-hcid. For more information about the ICRC’s Health Care in Danger campaign, please visit www.healthcareindanger.org.
  12. As some of you may have noticed new Beta was released yesterday. Same as before use "beta" branch under Arma 2 Operation Arrowhead to access this version. How-to-change-Arma-branches-between-STABLE-amp-DEVELOPMENT Changelog: - GS lobby removed - EXE signature fixed
  13. It really would be great to have an official BIS-released vanilla addon or DLC of Chernarus for Arma 3. I know, there are methods to implement Chernarus and even Chernarus+ into Arma 3. But it is always connected with issues, flaws and error messages (before game start, in menu, in editor, in preview, script errors). I would even PAY for an A3 Chernarus DLC (though I own the preorder supporter editon of A3). Just the pure landscape, A2 weapons and vehicles don't have to be included (though it would be great). Nothing would have to be improved ('old' textures and such). Chernarus is one of the most beautiful and amazing landscapes ever created. It should be taken over and made be playable without any errors. No, I am not beating down on Karts, but imho most players should be happier about a flawless and inherently supported vanilla Chernarus (and Utes) than about those Karts.
  14. basically has anyone acomplished the task of interupting the MoveTo command in a FSM? our group cannot figure out why we cant interupt it. is there any other commands that we could look into? basically our AI is following the players path a bit too much its quite funny but annoying at the same time
  15. I've been trying to get a script to exec on an AI unit when it is spawned in. (I'm using EOS to spawn/despawn) My question is, how do you execute a script in the init of each spawned AI unit? Example init that I'm trying to get to work: "setVehicleInit "null = [this] execVM "myScript.sqf";" or _unit setVehicleInit {_x setVehicleInit "0 = this execVM "myScript.sqf";"} foreach units _unit; processInitCommands; Any ideas? I'm stumped. I heard that XEH / CBA has stuff that can help with this, but have no idea how to utilize it, really.
  16. Bohemia Interactive is pleased to announce the release of update 1.63 for Arma 2: Operation Arrowhead (changelog). Besides the numerous fixes and optimizations which were introduced during the 1.63 beta program which covered almost a 2 year period for this iteration of the engine, the update focuses on the transition of the multiplayer from GameSpy matchmaking to Steam. As you may have heard, GameSpy is discontinuing its services and it was therefore of paramount importance to offer an alternative for the passionate Operation Arrowhead players who have supported our game and our company for so many years. Due to the fact that Steam based matchmaking requires Steam to work, this update is only available through Steam. If you have purchased a retail copy of the game, please do not despair. As announced previously all Arma 2 (including DLCs and Operation Arrowhead expansion) keys may now be activated on Steam. Just follow this walkthrough (link), take your Arma 2 CD key, use it as a Steam product key, and the game will be added to your library. For our other games affected by the GameSpy shutdown, but not updated to work with Steam (Arma 1, Arma Cold War Assault, Take On Helicopters), and also for those players who wish to stick with the older non-Steam version of the game, we have implemented a system to help host and connect to servers even without a functioning GameSpy - http://master.bistudio.com/. Here server owners may add their servers and players may use the listed IP addresses to connect to them. Also to help players overcome difficulties we have added a number of articles for each game to our FAQ (link) and as always our technical support staff is ready to help via support@bistudio.com. For more information about Arma 2: Operation Arrowhead, please visit the official website at www.arma2.com.
  17. Patch contains MP steam lobby and is distributed only for steam version of game (Arma2: Operation Arrowhead Beta) To be to able to use Steam lobby you must - run game from Steam client, so proper application ID is used - to start public server you must not be hidden behind NAT - to start DS, steam_appid.txt must be present (so DS knows product ID) - steam dlls must be present For more details please read http://forums.bistudio.com/showthread.php?175463-End-of-Gamespy
  18. Hi! :) I have a problem with mlod and lod textures. I trying to edit buildings in 3ds max, but these textures are buggy. How i can fix it? (Sorry for my bad english. :D)
  19. royaltyinexile

    Arma 3 Bootcamp Update

    FULL BLOG POST Hello, all! Ahead of this week's planned dev-branch staging, we wanted to share some details on our next major release: Bootcamp Update. In short, it's a mix of tutorial-oriented playable content, splendid sandbox additions, and new/refined features. Since there are a number of important/complex new updates, we're keen to get it to dev-branch soonâ„¢. As usual, this version represents a WIP build and may be incomplete or unstable, so, unless you'd like to offer splendid feedback, you might want to hold fire until the intended full release in July! Best, RiE
  20. New Beta was released. With one huge change - this beta is not part of Arma2: operation Arrowhead beta product, but is a branch of normal Arma2: operation Arrowhead. This was needed so both beta and normal game have the same product ID. How-to-change-Arma-branches-between-STABLE-amp-DEVELOPMENT. Changelog: - added steam ownership checking - BE update edit: you need to restart steam to see it :) edit2: Arma 2: Operation Arrowhead - Dedicated Server now has branch "beta" as well
  21. ARMA 2 OPERATION ARROWHEAD Hello, I've got a problem. I've recently downloaded Alimag's Briefing Manager. I started to create mission. OK. Started to create tasks and notes. OK. Then took a look at the files to set when task could end. Here's the problem. I saved the files then turned on the game again. Nothing even appears! I deleted the files, and created it again without editing the files by myself - still nothing, but was working previously! Created second mission, created tasks, notes with the briefing manager... NOTHING! I've created third mission - Somehow... It worked! Any idea what can be wrong with my first and second missions? P.S - I created files called "Briefing.sqf" and "init.sqf", so what could be wrong? I'll post down my briefing.sqf, got original copy of Arma 2 OA (Bought from Steam) // A2BM W 110 // DO NOT EDIT THIS FILE waitUntil {!(isNull player)}; waitUntil {player==player}; switch (side player) do { case WEST: { player createDiaryRecord ["Diary",["Backup","Your only's backup is Bravo team."]]; player createDiaryRecord ["Diary",["Briefing","You, sgt. Patrick Scott with your team callsing "Bullethole" are being put in operation "Armed Deal". Check documents for your tasks.<br/>After Alpha team's fail, Russia has over-taken the Chernarus. We must capture it by any means possible. You're cleared to engage, all civilians have moved to another country till operation ends."]]; MAG_tskObj8=player createSimpleTask ["Move to FOB New York"]; MAG_tskObj8 setSimpleTaskDescription ["","Move to FOB New York","Move to FOB New York"]; MAG_tskObj7=player createSimpleTask ["Clear Novy Sobor"]; MAG_tskObj7 setSimpleTaskDescription ["","Clear Novy Sobor","Clear Novy Sobor"]; MAG_tskObj6=player createSimpleTask ["Clear Stary Sobor"]; MAG_tskObj6 setSimpleTaskDescription ["Clear Stary Sobor","Clear Stary Sobor","Clear Stary Sobor"]; MAG_tskObj5=player createSimpleTask ["Clear Rogovo"]; MAG_tskObj5 setSimpleTaskDescription ["Clear Rogovo","Clear Rogovo","Clear Rogovo"]; MAG_tskObj4=player createSimpleTask ["Clear Pogorevka"]; MAG_tskObj4 setSimpleTaskDescription ["Clear Pogorevka","Clear Pogorevka","Clear Pogorevka"]; MAG_tskObj3=player createSimpleTask ["Regroup with Bravo"]; MAG_tskObj3 setSimpleTaskDescription ["Regroup with Bravo<br/>","Regroup with Bravo","Regroup with Bravo"]; MAG_tskObj2=player createSimpleTask ["Clear Pustoshka"]; MAG_tskObj2 setSimpleTaskDescription ["Clear Pustoshka","Clear Pustoshka","Clear Pustoshka"]; MAG_tskObj1=player createSimpleTask ["Clear Vybor"]; MAG_tskObj1 setSimpleTaskDescription ["Clear Vybor","Clear Vybor","Clear Vybor"]; MAG_tskObj0=player createSimpleTask ["Clear Lopatino"]; MAG_tskObj0 setSimpleTaskDescription ["Clear Lopatino","Clear Lopatino","Clear Lopatino"]; }; case EAST: { }; case RESISTANCE: { }; case CIVILIAN: { }; };
  22. http://www.arma2.com/beta-patch.php WARNING: this build is major build 1.63.x thus not compatible backward with 1.62 clients ! both client and server must have this beta build the build contain quite some of crash fixes (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also not yet deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)
  23. I got 1024 x 1024 x 4m terrain. Satmask and satimg both 2048 x 2048. Satellite/surface (mask) tiles settings as 1024 x 1024 with 16 px overlap. Texture layer size 4x4m. Satmask consists of only two colors green for grass and yellow for gravel. And i get these ugly sharp texture transitions: http://imgur.com/cXiQg4y Tried searching for clues how to improve this but I couldnt find any helpful relevant information. Solid advice and wild guesses all welcome and appriciated.
  24. royaltyinexile

    Arma 3 - Roadmap 2014-15

    FULL BLOG POST Hello, all! Joris and myself, with the support of our team, have put together an Arma 3 'development roadmap' blog, which sketches out our medium and longer-term objectives. Our goal is to introduce a number of new developments, presenting a fairly high-level overview. Over the next few weeks and months, we aim to expand upon several aspects in further detail! Until then, we'd like to thank your for all your feedback and support which has truly helped to make Arma 3 splendid. Best, RiE
  25. Hey Folks, I'm experimenting with an Sphere, to make it grow after player input. Is there any possebility to manage this? And: how can I spawn this sphere from an BAckpack? Greets, Biwi P.S: I've already posted the same topic in the ArmA2 Section, but accidentally...