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Found 375 results

  1. FallujahMedic -FM-

    Exploding Cow or Rabbit

    Years ago I played a mission where cows or rabbits (cant remember which) would attack the players. The players had to kill the animals before they got within a certain distance of the player or a satchel would detonate (that was attached to the animal). Does anyone else remember this mission or who made it?
  2. STABLE build : 1.48.131785+ branch: STABLE (note: PROFILING/PERFORMANCE/RC is compatible with STABLE) password: -not needed- ^ this password unlocks specific (branch) on steam *noteworthy: memory crashes fixed, allocation crashes fixed, (crashes from KOTH, BreakingPoint, Wasteland, Epoch etc.) and many generic crashes, tweaks for better performance etc. play IT, break IT, report IT http://feedback.arma3.com/ atm. tracking serious crash bug ! Purpose of this testing is stress test the servers to extreme if there is lag/desync or other issue then we can capture it to try fix it ;) note: make sure you don't select DEV branch (1GB+ from stable to DEV (same apply from DEV to RC)) note: if you get kicked for some BattlEye script restriction (e.g. #22) goto Editor, load Altis, exit editor, try-rejoin the server note: KOTH mission restarts when team reach 100 tickets on capture, next session auto-start soon after note: server might be restarted if needed, I will announce it in global chat ahead note: VON lag/stutter still unsolved for global/side channels (really problematic bug) note: guide how change branches : http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Reddit post http://www.reddit.com/r/arma/ STEAM discussion post http://steamcommunity.com/app/107410/discussions/0/ BIForum post http://forums.bistudio.com/showthread.php?187697
  3. Here you have my Syrian army Conflict Units Currently in 0.5 Alpha as I am still adding and tweaking units. Units currently present: Syrian Army 3 or 4 different Rifleman SVD sniper PKP Machine Gunner RPK Automatic Rifleman Crewman Grenadier RHS BMP2K Syrian Decals RHS BMP2 Syrian Decals RHS T72b 1985 Syrian Decals FSA (VERY Alpha ATM) 6 Fighters (WIP) I will continue to add units until there is a nice collection of SAA , FSA and ISIS Download Link: HERE 24.5 MB Requires: HLC AK HLC Core RHS Escalation
  4. Dear Make Arma Not War contestants, After analyzing the submitted entries in the Make Arma Not War contest, we noticed that many contestants had not correctly submitted their data (around 50 entries) - even though some of these entries were marked to be in beta or even gold state. Although we have tried to communicate the correct submission method as clearly as possible, we recognize that some of our messages might not have gotten through - or that some of the contestants might have simply misunderstood. Therefore, since this involves such a significant number of entries, among which several that have attracted a high number of supporters, we have decided to temporarily re-open the submissions for existing entries in the Multiplayer/Addon/Total Modification categories (does not apply to the Singleplayer category). This will give every contestant in these categories the chance to correctly submit their data, or if you have already submitted your data correctly, to submit updated data. All in all, we have carefully considered the pros and cons of this decision, and we fully understand this might upset some of the Make Arma Not War contestants. However, as ultimately the point of this contest is to highlight quality community content, we feel this is the best way forward. Instructions regarding the re-opening of submissions can be found below. IF YOU ARE COMPETING IN THE MAKE ARMA NOT WAR CONTEST, BE SURE TO CAREFULLY READ THROUGH THE FOLLOWING INSTRUCTIONS. INCORRECT SUBMISSION OF DATA WILL LEAD TO DISQUALIFICATION! Who can re-submit? Every registered entry in the Multiplayer/Addon/Total Modification category of the Make Arma Not War contest can (re-)submit their work. The situation does not apply to the Singleplayer category - here nothing has changed. When can I re-submit? We will re-open submissions from today up until Sunday December 14th at 23:59 GMT+1. How should I re-submit? If you decide to re-submit, you will need to upload your entry files to a shared folder on the Make Arma Not War Dropbox. There are two ways to request access to this Dropbox folder: You can log in to the Make Arma Not War website, and click on "Request Re-submission Dropbox Access". You will then be given access within one business day. You can request access by e-mail via manwar_dropbox@bistudio.com. Please do not forget to include your entry details, such as the entry ID, the e-mail address tied to this entry, and the entry's name. You will then be given access within one business day. Please note that the login details to the Dropbox folder will be sent to you by e-mail from no-reply@dropbox.com. If you have not received anything after one business day, please make sure to check your junk/spam folder, or contact us at support@makearmanotwar.com. Arma 3 recently received a platform update. What about possible compatibility issues? Attention! All of the Make Arma Not War entries will be reviewed using Arma 3 version 1.32 (pre-Helicopters DLC update). You can access this special 'Make Arma Not War' build via Steam using the instructions below. Make sure to develop your entry for this version of the game, and make sure your entry works with this version of the game! MANW build activation I do not want/need to update my entry. That is perfectly fine, this is not mandatory. If you have correctly submitted your work the first time, and do not want to update your submitted data, just sit back and relax. I have provided a public download link, so you can download the data from my website. Is that enough? No! Just to make sure it's clear, the only accepted method of submission is by uploading your data to the Make Arma Not War Dropbox (or the Arma 3 Steam Workshop - depending on the category/entry). Currently missing entries There are a number of entries which we do not have in our repositories. We would like to kindly ask the respective authors of the following modifications to make sure their work is submitted correctly. List of missing MANW entries When will you announce the finalists/winners? Due to the re-opening of submissions, the Make Arma Not War team and the jury members will consequently need extra time to properly review all of the entries. As a result, instead of the beginning of December, we now plan to announce the Make Arma Not War finalists in January 2015. The announcement of the winners is currently scheduled for the end of March 2015. I have more questions/I need help. If you have any questions, or if you need any help, please do not hesitate to contact us at support@makearmanotwar.com. In conclusion, we would like to apologize for any inconvenience this might cause. However, we hope you will understand the motivations behind this decision. This contest is meant for the Arma community, and we feel this is the right course of action to maintain the spirit of the contest - despite the extra hassle that comes with it. We hope that all of you will seize the opportunity to make sure your entry makes it to our repositories, and also to fix all the little issues that had slipped the net. Good luck to everyone - we look forward to the results!
  5. After many months of hard work by the contestants, the submissions in the Make Arma Not War contest have now been closed. Thanks everyone for participating and stay tuned!
  6. The Battle of Caribou by Churrofighter Campign of three acts about the taking of a small island occupied by the People's Liberation Army in the East China Sea by a Marine expeditionary unit. On November 23, 2013, the PRC set up the 'East China Sea Air Defense Identification Zone' which includes the Senkaku Islands. On December 6, 2014, the PLA invaded the island an set up an HQ-9A SAM battery, started to build a 3,000 ft runway and deployed an undisclosed number of Dong-Feng 21 (CSS-5) medium-range anti-ship ballistic missile. Since the islands are included within the Treaty of Mutual Cooperation and Security between the United States and Japan, meaning that a defense of the islands by Japan would require the United States to come to Japan's aid. Day 1: MARSOC Raid - Operation Hydrographic Overpicture Day 2: Amphibious Assault - Operation Aggregate Premise Day 3: Air Assault - Operation Tangency Locker Features: Join In Progress Random Enemy Foot Patrols ACE Settings: Change viewdistance dialog ACE Wounds: Medics are required for Medikits and Full Heal in the field is enabled. Exchangeable Armament System for Aircraft in the LHD. RTO can request fixed-wing CAS Squad Leader can request artillery support. Slots: It has 6,20 and 24 player slots featuring a Marine Expeditionary Unit: Download: http://www.armaholic.com/page.php?id=26970 http://www.mediafire.com/download/x3z9vrb06h11gw5/The+Battle+of+Caribou%282%29.zip Installation: Extract the .pbo file(s) to your ArmA 2 Operation Arrowhead\MPMissions folder for multiplayer/coop. Credits & thanks: Monsada for his UPSMON Patrol Script, Bon_Inf* for the support scripts. Community Base Addons Advanced Combat Environment 2 A.C.R.E - Advanced Combat Radio Environment Advanced Combat Environment 2 - ACEX PLA Caribou Frontier
  7. 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.
  8. 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
  9. Important news for all contestants We've decided to postpone the 'announcement of winners' date from January 15th to March 5th. The main reason for this is that we want to make sure that the Make Arma Not War jury will have enough time to properly evaluate the entries. There's a great number of high quality submissions, and we want to make sure we do each of them justice! The date in the contest rules has been adjusted accordingly - our apologies for the delay!
  10. there is new server PROFILING build : 1.36.128482+ branch: RC (not compatible with STABLE, yet much better !) password: Arma3Update136RC ^ this password unlocks the beta(branch) on steam play IT, break IT, report IT http://feedback.arma3.com/ 2 servers up (up to 102 players each) - EUROPE KOTH (x2 XP) 3rd person 94.23.112.9:2102 1 servers up (up to 120 players each) - NORTH AMERICA KOTH (x2 XP) 3rd person 192.99.47.216:2102 Purpose of this testing is stress test the servers to extreme if there is lag/desync or other issue then we can capture it to try fix it ;) note: make sure you don't select DEV branch (1GB+ from stable to DEV (same apply from DEV to RC)) note: if you get kicked for some BattlEye script restriction (e.g. #22) goto Editor, load Altis, exit editor, try-rejoin the server note: KOTH mission restarts when team reach 100 tickets on capture, next session auto-start soon after note: server might be restarted if needed, I will announce it in global chat ahead note: VON lag/stutter still unsolved (really problematic bug) http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Reddit post http://www.reddit.com/r/arma/comments/2nm86t/arma_3_update_136_rc_release_candidate/ STEAM discussion post http://steamcommunity.com/app/107410/discussions/0/616188677801958552/ BIForum post http://forums.bistudio.com/showthread.php?183653
  11. Hi there, this thread is for discussing the new rope feature that has recently been released in the current dev build. Please refer to the mentioned topics below for what this thread will primarily discuss. If you wish to discuss the new Sling Loading Feature then head over to the Sling Loading Feature Thread. There are new scripts that are included in the new dev build that allows you to use the new rope to its fullest, here is the link to the Development Branch ChangeLog for more info. Topics: - Usability of the new rope - General discussion of the feature - Multiplayer issues encountered - Abilities the rope adds to the game I'm sure all your feedback will be appreciated by the developers. Thanks -------- Rope Commands -------- Provided by Greenfist
  12. Korneel

    Happy Birthday Arma 3!

    Today we're celebrating Arma 3's one-year anniversary - and we'd like to thank all the players, community groups, content creators, and everyone else involved, for making Arma 3 such an incredible experience. We look forward to the upcoming year!
  13. 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.
  14. 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!
  15. 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.)
  16. 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.
  17. Server binary https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 Changes: STEAM libraries are now part of package steam_appid.txt is part of archive glibc 2.15 or newer needed (was 2.16 in previous server build, older isn't possible due to steamlib dependency) some little irks related to nix libraries Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly. Please provide us with feedback to this topic. http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.63.xxxxx linux server :
  18. What a way to start the weekend off: with the USS Khe Sanh (LHD 9)! This mod is essentially meant as a no-frills, no-other-mods-required successor to Myke's old Arma 2 mod which allowed the Arma 2 LHD to be spawned in the Editor instead of being just part of the Utes terrain, combining that with a port of the Arma 2 LHD's components and some incorporating changes of my own (i.e. utilizing certain Arma 3 files instead of Arma 2 files, renaming some named selections and animations in English, etc.). CREDIT: Bohemia Interactive: Provided the sources (i.e. models, material files, configs, textures) with which the LHD is built. ArMaTeC: Provided the script central to this mod and to Myke's. Myke: Inspired and produced the basis for this mod. Chortles: Myself. LICENSE: This mod is released under the Arma Public License - Share Alike (APL-SA). As such, others are permitted to adapt, build upon, fork, or otherwise derive from this mod for noncommercial purposes within the Arma computer game series, but are to give credit where due for the mod('s) content (i.e. as per the Credits above), and such releases are to be under the same license as this. CHANGELOG: v1.0 : 11 July 2014: Initial release. DOWNLOAD: v1.0
  19. Server binary https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.125985.tar.bz2 https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.125985.tar.bz2 STEAM libraries (needed) https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa163linux-steam-libraries.zip https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa163linux-steam-libraries.zip Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly. Please provide us with feedback to this topic. http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.63.xxxxx linux server :
  20. 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
  21. build 125402 has just been released on Steam in Beta branch. this is newer than today released 'stable' 1.63 !
  22. 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.
  23. 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.
  24. 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)
  25. 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)
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