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Found 309 results

  1. jonekone

    1.76 Ubuntu 17.10 Gnome

    Woah it's so good to be able to play on real servers... You guys must bring this experimental build to bar with main branch.. I mean Guys Don't screw me after this taste of actually being able to play on KingOfThe Hill servers with more than 2 enemy players.. I don't have Windows. End of line! Anyways Few small issues.. "SuperKey" takes me back to Desktop on Ubuntu 17.10 Gnome (On Sa-Matra missions it is used to view info on other players) Solved super key issue by switching gnome superkey settings left to right Opening door with Action menu is... Maybe it's my own keybindings... I have to do furder investigations (Default action doesnt activate) Solved by rebinding keys. Voice chat doesn't send data to other players, i can hear others the automatic microphone volume thing works i believe! But nobody can hear me. Dunno how this was solved but it works now. (restart maybe, or trolls didn't answer to me :D) (or the 500kb update) The game settings configuration changes don't save. It Default every time I log on to a new mission(server) or restart game. I think it was due to file coudn't be saved by game (accessed) Edit - Redefining issues as PARTLY FIXED by configuration changes. I will make bug reports on bug tracker asap..
  2. ABOUT The 101st Airborne Division - Realism Unit is an ArmA 3 focused milsim community. The unit is based off of the real life 101st Airborne Division. We provide and maintain the best quality of milsim within the limitations of ArmA 3. COMMUNITY This is a community driven volunteer organization of gamers, military enthusiast, and veterans alike. We provide a professional, interactive and fun environment for milsim, roleplay and content creators. This unit is currently in the active stage of stand up and seeks both leaders and regular members to fill its ranks. Visit our website for sign up details. MISSION Our mission is to continuously build and sustain a milsim community for the players by the players united under one name. Providing a platform under which to achieve multiple goals for both community and personal relations. We strive for and are proud to maintain the highest quality of milsim taken from the core values of our definition of realism within the ArmA universe. WHY JOIN? Do you enjoy military simulation and the realism aspects in video gaming? Being apart of a team or leading a team of like minded individuals while enjoying the idea of an organization that values strong bonds and unit cohesion? If so then you should consider joining the 101st Airborne Division - Realism Unit. You will not only be a member that's apart of an organization but you will also be a member who shapes the future of the organization. Features Army units Air Force units 25+ Ranks 40+ Awards Custom Award Display 14+ Skill Courses Dedicated Server Teamspeak Server Custom mod pack Annual unit events Plus more! Positions 11B - Infantryman 68W - Healthcare Specialist 153A - Rotary Wing Aviator 11FX - Fighter Pilot 1C4X1 - TACP More coming soon! CONTACT Email: fsec.official@gmail.com Teamspeak: 167.114.35.209:10881 (pass: screamingeagle) Website: http://www.101stabdrealismunit.net/ Units: https://units.arma3.com/unit/101stabd Thanks for your time and consideration, P. Dubois [101st] https://steamcommunity.com/id/Feenx-sama Our motto: "Together, we stand as one!"
  3. Dear Arma community, I'd like to share some of my knowledge regarding the ACE3 Sniper mechanism here. I know there's been lotta ACE3 Sniper Tutorial or Guide out there and you guys probably have been playing as ACE3 sniper for long time. But i just wanna highlight some important things that have always been forgotten by the players when they play as snipers which hinders the precision shots to be delivered. Yes, some players are still doing it wrong and their shots tend to fly too high or too low off the target :( #NoOffense Therefore, i'm trying to give you some easy instructional steps on how to play as a professional ACE3 Sniper and shoot like Real Military Sniper in Arma 3. If there's something needs to be added, changed, or fixed, just let me know. The steps written in Blue are the things the players most likely already know. And the steps written in Red are the things the players usually keep forgetting. Alright then, let's get it started now! To become a badass ACE3 Sniper, all you gotta do is follow these 12 Easy Steps: 1. Determine what kinda battle you’re going to engage & what type of shot you’re gonna take: a. MTE (Multiple Target Engagement) → this really requires fast shooting at many moving targets. “One shot one kill” shooting & Long Range Shot are not really a neccessity so Precision & Accuracy are usually less required. b. HVT (High Valuable Target) assasination → this really requires “one shot one kill” shooting! Mostly Medium & Long Range Shot are required. Precision & Accuracy are really required! c. HC (Hostage Crisis) → this really requires “one shot one kill” shooting! Short Range Shot are required (100 m below). Precision & Accuracy are really required! 2. After that, you conduct a Loadout Selection correspondig to the type of battle you’re gonna engage. While choosing a weapon, you must focus on its Precision Level (Shot Group/Shot Dispersion), Accuracy Level, Maximum Effective Range, Rate of Fire, & Damage (it must fit the type of shooting you’re gonna take). You have to do some thorough analysis on the rifles & bullet you're going to use! You always gotta measure rifle true performance by analyzing their shot-group (shot dispersion)! In Sniper World, Precision & Accuracy really matter a lot >_< Precision & Accuracy will greatly affect the Probability of Hit. You gotta understand what Precision & Accuracy really mean. The Precision & Accuracy of your loadout will totally affect your shots. There are 5 Types of Rifles (based on their Precision level) which you can choose: 1) Benchrest Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 0 MoA - 0.23 MoA (0.00 inch - 0.23 inch at 100 yard) --> this rifle is extremely very accurate! :) it's good for HVT, HC, & MTE shot. 2) Precision Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 0.25 MoA - 0.76 MoA (0.25 inch - 0.76 inch at 100 yard) --> this rifle is very accurate! :) it's good for HVT, HC, & MTE shot. 3) Sniper Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.00 MoA - 1.53 MoA (1.00 inch - 1.53 inch at 100 yard) --> this rifle is accurate! :) it's good for HVT, HC, & MTE shot. 4) Designated Marksman Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.78 MoA - 2.30 MoA (1.78 inch - 2.30 inch at 100 yard) --> this rifle is pretty accurate but not good for precision shooting! :( it's good only for MTE shot. 5) Assault/Battle Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is bigger than 2.54 MoA (2.54 inch at 100 yard) --> this rifle is not accurate & not suitable for precision shooting at all! :( it's good only for MTE shot. Benchrest, Precision, & Sniper Rifles have small/tight shot dispersion which gives them much higher probability of hitting the target. Here's the example of Precision Rifle (with High Accuracy & Long Range Capability) in Arma 3: As you can see in those pictures above, M40A5 rifle (from Dagger mod) is insanely very accurate! At 100 m (its zero range), the 40-shot group size is very small. At 850 m (its max effective range), the 40-shot group size is still relatively small too. This is the type of rifle you wanna use to snipe in Arma 3! Here the things which are gonna affect your Loadout Precision & Accuracy (you gotta consider these while selecting a loadout): a. Cartridge & Caliber Selection - 5.56x45mm Nato (.224 cal) → for short range (100 – 400 m), has small damage (more like varmint hunting cartridge, it takes couple of shots to kill a man). It’s more like a battle-rifle cartridge but some soldiers use it as designated marksman cartridge. - 7.62x51mm Nato (.308 cal) → for medium range (500 – 800 m), has pretty huge damage (can kill a man in one shot). it fits the MTE, HVT, & HC shot. - 300 Win Mag (.308 cal) → for long range (900 – 1100 m), has huge damage. It fits MTE & HVT shot, but not the HC shot (coz it could hurt the hostage as well) - 338 Lapua Magnum (.338 cal), 50 BMG (.510 cal) → for extreme long range (1200 – 1600 m), has very huge damage. It fits HVT shot, but not the HC shot (coz it could hurt the hostage as well) and not the MTE shot (coz the cartridge is too heavy and the recoil is hard to control) - 375 CheyTac (.375 cal), 408 CheyTac (.408 cal) → for super extreme long range (beyond 1600 m), has very huge damage. It fits HVT shot, but not the HC shot (coz it could hurt the hostage as well) and not the MTE shot (coz the cartridge is too heavy and the recoil is hard to control) b. Action Selection - Bolt Action Rifle → it mostly offers more precision and accuracy but it definitely lacks of Speed & Rate of Fire. This obviously fits HVT & HC shot! - Semi-Auto Rifle → it definitely offers more Speed & Rate of Fire but it usually lacks of precision & accuracy. This obviously fits MTE shot! c. Barrel Selection, Stock Selection, Trigger Selection → choose whatever gives you more precision & accuracy (these actually don’t matter in Arma 3 coz they come within the rifle so you can’t really costumize them, but they really matter in real life!) d. Scope Selection → pick High-Power scope for HVT & HC shot, pick Low-Power scope for MTE shot! Always use scope with Miliradian-based reticle (dont use duplex reticle coz it’s useless)! Scope with Miliradian Ballistics reticle (like Horus reticle) is even better coz you can use it to Mildot Holdover all the time very easily (no need to dial the adjutment at all). RHS Mk4 M5 scope (from RHS mod) has Horus H58 reticle which allows you to do Mildot Holdover fast without ever needing to dial at all. And Make sure the scope is perfectly zeroed at 100 m! e. Attachment Selection → Bipod & Muzzle brake is a must for Precision & Accuracy! Bipod will steady your aim & Muzzle Brake will reduce the recoil. Suppressor is optional (use it when you need to stay stealthy). f. Ammo selection → choose some Match-grade ammo (which has high Ballistics Coefficient, optimal Muzzle Velocity, & awesome Ballistics performance)! Make sure you really got the right ammo magazine loaded in the rifle receiver! Coz sometimes players mistakenly load their rifles with the wrong/different ammo (still thinking it’s the right ammo), shoot it, & then the shot trajectory becomes completely different lol XD 3. Always equip yourself with AtragMX (a Ballistics Calculator), Kestrel 4500 (a pocket weather tracker), & Laser Range Finder → These 3 items are very important to calculate the firing solution! Without them, you guys will never be able to shoot long range accurately. So always carry these 3 items in your vest or in your backpack!!! 4. Zero your Rifle at 100 m and confirm the true 100 m Zero (make sure no offset at all!) → Spawn a target at 100 m and take couple of shots at it. You’ll see your shots are low or high. Yup ACE3 100 m zero is always 0.3 Mil – 0.5 Mil low or high (depends on your current loadout) so you gotta make an adjustment for your 100 m zero by dialing 0.3 Mil – 0.5 Mil up or down and then set it as a new 100 m zero. Do this through ACE Self-Intercation menu (Click & Hold the “Left CTRL + Windows” key, drag your mouse to the “Equipment”, then to the “Set Zero Adjustment”). You gotta make sure your 100 m zero is really spot on (not high or low at all)! After doing that, i guarantee your 100 m zero will become really spot on! Lotta ACE3 players don’t do this which always causes their shots to become low or high >_< Why you gotta zero your rifle at 100 m (not at other distance)? coz 100 m zero is easy to do & very stable! 5. Measure the True Muzzle Velocity using the “Chronograph” or calculate it yourself → in Arma 3 you can use a "Chronograph" by spawning a Steel Target right in front you (at 0 m), shoot it directly and it’ll tell your remaining velocity! You always gotta measure the True Muzzle Velocity coz your Muzzle Velocity is always changing corresponding to Powder Burn Rate, Temperature shift, and the Barrel Length. Plugging the wrong Muzzle Velocity into the AtragMX will always give you wrong firing solution & cause your shots to be low or high off the target >_< ----------------> Shooting my rifle directly in front of a Steel Target will inform me about its Remaining Velocity (which is the true Muzzle Velocity) ^_^ this "Chronograph" is actually an exclusive feature in "360 Degree Training Course" mod created by Ruthberg (the Author of ACE3 Advanced Ballistics). If you really can’t measure the true Muzzle Velocity with that “Chronograph”, then you gotta find it by asking the Weapon Mod Author or using the Config Viewer in Eden Editor! Config Viewer will help you find the Muzzle Velocity. But the Muzzle Velocity you see in the Config Viewer is actually the basic MV (it only applies at 21°C). Don't forget that MV is constantly changing corresponding to Air Temperature!!! So at other temperatures higher than 21°C, the MV will shift higher than the basic MV (+1.5 mps per 1°C shift). At other temperatures lower than 21°C, the MV will shift lower than the basic MV (-1.5 mps per 1°C shift). So you still gotta calculate the True Muzzle Velocity yourself with this table: Muzzle Velocity Shift -26.55 mps -25.47 mps -22.9 mps -20.12 mps -16.98 mps -12.8 mps -7.64 mps -1.53 mps + 6.0 mps +15.2 mps +26.2 mps Powder & Air Temperature -15 °C -10°C -5°C 0°C 5°C 10° C 15 °C 20 °C 25 °C 30 °C 35 °C Note: The basic air temperature for the basic MV of all Arma 3 weapon is always 21 °C! So when the air temp is cooler or hotter than 21 °C, your MV will always shifts (as described in the table above). The average MV change (due to the temperature) in ACE3 is +/- 1.5 mps per 1°C shift. And the average MV change (due to the Added Barrel Length) is +/- 10 mps per 1 inch added barrel length. For example: You’re shooting an M24 SWS rifle (24” barrel length) loaded with M118LR ammo. The mod author of that weapon or the Eden Config Viewer said the basic MV is 790 mps (it only applies at 21 °C). While your current air temp is 30 °C. It means your current MV will certainly be = 790 mps + 15.2 mps = 805.2 mps. And if you load the same M118LR ammo into the M40A5 rile (25” barrel length), your MV will be approximately = 805.2 mps + 10 mps = 815.2 mps 6. Plug all your Rifle & Ammo Data into Ballistics Calculator (AtragMX or whatever you use) → you gotta get all these ballistics data of your Loadout from the mod author of the weapon or you can just google it! To bring up the AtragMX, you click “Pause/Break” key. Then you select the “GunList” at the bottom left corner of your AtragMX screen. Then you select “Add New Gun”. Then Add a “New Gun Name”. Then you go to the “Gun” tab in the AtragMX. Then you select M (Metric unit) at the top right corner. And then you plug-in all these things: a. Muzzle Velocity → you plug the True MV that you just measure through the “Chronograph” before! Remember MV is always constantly changing depending on the Air Temperature & Barrel Length!!! b. Ballistics Coefficient → ask the mod author or just use the config file viewer in the EDEN Editor! (AtragMX only works with G1 BC! If you got G7 BC, you gotta convert it first to G1 BC) c. Bullet Caliber/Diameter → ask the mod author or just use the config file viewer in the EDEN Editor! d. Bullet Length & Twist Rate → ask the mod author or just use the config file viewer in the EDEN Editor! e. Bullet Mass → ask the mod author or just use the config file viewer in the EDEN Editor! f. Scope Height → ACE3 scope height is always 3.81 cm / 1.5 inch g. Zero Range → always plug 100 m! ------------> 7. Measure the Atmospheric Condition using the Kestrel 4500 and plug the data into Ballistics Calculator (AtragMX or whatever you use) → To open Kestrel 4500 for the first time, click “Scroll Lock”, then press the down arrow to switch it to the “Atmosphere” page. It’ll show you these 3 things which you gotta plug into the AtragMX: a. Air Pressure → in hPa b. Air Temperature → in °C c. Humidity → in % Remember this atmospheric condition is always changing all the time so you better always monitor it with the Kestrel 4500! To keep the Kestrel 4500 opened all the time, click “Left Shift + Scroll Lock”! It’ll show up at the left bottom of your screen permanently. Yup, you can easily keep track of the Atmospheric Condition by letting the Kestrel stay open like that. Click the Atmosphere tab in the AtragMX, then select “TBH”, and then enter those 3 things into the AtragMX! ----------------> ----------------> 8. Plug all the Target Data into Ballistics Calculator (AtragMX or whatever you use)! Plug them all in the “Target” tab in AtragMX: a. Range → find it with Laser Range Finder (click “B” key and aim it at the target) b. Angle of Firing → for uphill and downhill shooting, measure it with the Protractor (click “Left CTRL + Left Shift + K” key) c. Target Speed & Direction → for moving target d. Latitude & Azimuth → For calculating the Coriolis Effect. Find the Azimuth with the compass (click “K”). The latitude for all common Arma 3 maps can be found in here e. Wind Speed & Direction → there are 2 ways to measure the Wind: - Using the Wind Arrow click “Left Shift + K” key to bring up the Wind Arrow. The Wind Arrow will show up at the upper left corner of your screen. It’ll show you where the wind actually blows. If the Wind Arrow is pointing to your right, it means the Wind is blowing to the right and your bullet trajectory will drift to the right. If the Wind Arrow is pointing to your left, it means the Wind is blowing to the left and your bullet trajectory will drift to the right. If the arrow turns out to be a White Circle, then it means there’s no wind at all. The Wind Arrow also shows you some different colors indicating different Wind Speeds (white = 1 mph ; very light green = 3 mph; light green = 5 mph ; green = 10 mph ; darker green = 20 mph ; yellow = 25 mph) based on Beaufort scale. Don't forget to convert the number from mph to m/s coz AtragMX can only use m/s! For Example: -----------> 3 mph - 8 mph Wind coming from 10 o'clock to 4 o'clock (Blowing from left to right) - Using the Kestrel 4500 Click “Scroll Lock” to bring up the Kestrel. Then click its down arrow button to switch from the “Atmosphere” page to the “Wind Speed” page. It’ll show you the wind speed (but that’s not the true wind speed you’re currently dealing with yet!). To get the real wind speed, you gotta have your Kestrel 4500 facing the wind directly! Click “Left Shift + Scroll Lock” to let the Kestrel stay open (it’ll show up permanently at bottom left corner), then you face the direction where the wind comes from. By doing that, the Kestrel 4500 will show the real wind speed. Here’s exactly how you do it . After getting the Wind Speed & Direction, you plug the data in the AtragMX to calculate its Windage value. Remember! Windage is very tricky, my friend! There are 2 types of Wind you gotta plug in AtragMX. 1. "Uprange Wind" → Wind at shooter's position (Wind that blows only around the shooter) 2. "Downrange Wind" → Wind all the way to target's position (Wind that blows between the shooter & the target) The Wind data that you got from Kestrel 4500 is actually an "Uprange Wind" coz that wind most likely blows only near you. You can only measure "Downrange Wind" with Mirage Reading (which is really hard to do in Arma 3). It means you can't really trust the Kestrel 4500 to measure the actual Wind Speed coz the Kestrel 4500 only measure the Uprange Wind :( Kestrel 4500 can't measure the Downrange Wind. So You also gotta pay attention to the Wind Arrow & the Mirage to measure the actual Downrange Wind. It's really hard to read them but if you practice a lot, you'll get the hang of it ;) Sometimes Uprange Wind could be equally the same as the Downrange Wind, but only when the map contour is perfectly flat (not mountainous at all)! If you're shooting in a mountainous area, the Uprange Wind & the Downrange Wind will always be different so be careful. Here's some trick to estimate Downrange Wind: After finding the Uprange & Downrange Wind, you gotta plug them both into the AtragMX! You may notice that in the “Target” tab in AtragMX, there are two gaps or squares to fill in Wind Speed. You better plug your Uprange Wind data (from Kestrel) into the gap/square number 1 (the left one) in the "Target" tab in AtragMX. And you plug the Downrange Wind data into the gap/square number 2 (the right one) in the "Target" tab in AtragMX Gap/Square number 1(the left one) is for "Uprange Wind" and Gap/Square number 2 (the right one) is for "Downrange Wind". After getting all the Target Data, you gotta plug them all into the Target tab! Then the AtragMX will give you the final Firing Solution. Here's the Official Manual of Horus AtragMX. Here's the AtragMX tutorial by ACE3 team. ----------> ----------> Or you can actually do the Todd Hodnett “Quick Windage Formula” instead of plugging the wind data in the AtragMX (yup it works! I always do this all the time coz it's much faster than using the AtragMX!) ^_^ 9. Plug the Firing Solution onto your Scope! → To compensate for Bullet Drop, Spin Drift, & Wind Drift, there are 2 things you can do : a. Dial the Scope Adjustment → click the "Up Arrow (↑)" and "Down Arrow (↓)" key for Bullet Drop. click the "Left Arrow (←)" and "Right Arrow (→)" key for Wind Drift and Spin Drift. But I strongly suggest you to NEVER dial for the Wind Drift coz wind is constantly changing all the time, so always use Mildot Holdover for the Wind Drift! I highly recommend you to use Todd Hodnett Quick Windage formula to calculate the Wind Drift fast without even using any ballistics calculator ;) b. you can do the “Mildot Holdover” → use the mildot to hold over the target for Bullet Drop & Wind Drift compensation without dialing the scope adjustment at all. Remember that AtragMX always spits out the Firing Solution in Miliradian! ACE3 scope adjustment is always in Miliradian! Arma 3 scope reticles are mostly Miliradian based reticles (Mildot)! So what is Miliradian? Miliradian is actualy a sniper's angular measurement. 1 Miliradian = 0.0572958° 1 Miliradian = 10 cm at 100 m 1 Miliradian = 1 m at 1 km 10. Always go Prone (click “Z’ key) to stabilize your aim and always Deploy a Bipod (click “C” key) to rest your rifle on it to reduce the scope sway significantly. 11. Make sure the Scope Sway has been reduced so the reticle & the rifle aren’t moving at all when you take the shot. If it still moves a bit, you can hold a breath by holding the right mouse button before taking the shot. 12. Take the shot (click Left Mouse Button really gently) and see the Point of Impact. If it’s still off the Point of Aim, then you gotta re-adjust your weapon system and do follow-up shot fast before the target runs away. Here’s my Arma 3 ACE3 Sniper Tutorial video in which i’m demonstrating all these easy 12 steps in less than 8 minutes: ARMA 3 ACE3 SNIPER TUTORIAL (VERY QUICK, SIMPLE, & EASY 12 STEPS) PLEASE TURN ON THE SUBTITLE! Coz there's no audible commentary in that video :( you guys notice all my shots land perfectly on that Steel Plate target, right? Not low or not high at all! Just perfectly dead on! \m/ Now that’s how you should snipe in Arma 3 (ACE3) from this moment on! Now it's all about ONE SHOT ONE KILL! Here's also some very nice tutorial pdf from QuickDagger (the author of Dagger Sniper Mod) → https://drive.google.com/open?id=1PWnTQRX-1NdpHFc2803mp5FbtCPykCZt Does my tutorial really work for live operative mission??? Does being a sniper really work in this simulator??? Will it be effective??? Just check out this video showing how effective this tutorial really is!!! ARMA 3 SNIPER KILLING SPREE / KILLSTREAK (1 SNIPER VS 29 INFANTRIES) In this video, i'm on a killing spree / killstreak during an operative mission. I kill 29 enemy troopers from a far away quickly, easily, & stealthily. They don't even know where i'm at :) ARMA 3 SNIPER KILLING SPREE / KILLSTREAK (1 SNIPER VS 100 INSURGENTS) In this video, i'm on a killing spree / killstreak during an operative mission. I kill 100 enemy troopers from a far away quickly, easily, & stealthily. They try to return fire but they all get killed ;) ARMA 3 SNIPE A TARGET IN HIS MOVING CAR (SHOOT THROUGH WINDSHIELD) In this video, i'm shooting an enemy sitting in his moving car. I shoot him through the Windshield of his car. Yup, you can't run from a sniper! You'll just die tired :) "POINT OF IMPACT" (ARMA 3 SNIPER MONTAGE) this is my sniper montage video that shows how effective this tutorial really is! "DEAD ZERO" (ARMA 3 SNIPER MONTAGE) this is my sniper montage video that shows how effective this tutorial really is! here's my youtube channel: https://www.youtube.com/channel/UCx6ZpuRmlNlAhAgha9zthbw here's my analysis on World Records for the longest sniper kill shot. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thank you all for tuning in :) I hope this tutorial will help you become a better ACE3 Sniper ;) If there's something needs to be added, changed, or fixed, just let me know here. Please share the knowledge with others because knowing is half the battle! Good shooting! -Best Sniper Simulator-
  4. I am playing the ARMA - Armed Assault game and I am stuck somewhere in the Dolores mission not knowing how to move forward, so I need to edit the save game so that I can reach to point where I strayed. Can anyone help out on how to unbin and edit the save game and bin it back to *.ArmASave files ? And also I need to change player's speed and weapon's magazine rounds capacity, how do I do that ?
  5. Hello, I present an Arma 3 Altis Life Server today! Ts3 IP: ts130.nitrado.net: 10250 Server IP: 217.114.192.233 Forum: http://germaniumaltis.de/forum/ We are looking for Cops / Medic / ADAC We are still under construction.
  6. I've tried to recently get into modding for Arma 3, Modeling using blender, I also wanted to have the ability to work on other things from within Blender as well. I am working in a team of sorts, and my role is mainly to model, texture and send over my stuff to the others to continue working on. I've stumbled across the Arma Toolbox for Blender, and the description and website seem to say that it is entirely possible to use the toolbox coupled with Blender to do everything that O2 would normally do. Meaning that O2 is made redundant with the toolbox around. I just wanted to know if anyone around has used/knows how to use this addon entirely, and can create a guide or tutorial on the complete workflow - well structured guides on this program is terribly lacking, and it seems to have good potential. Thanks, PS: I couldn't find an editing "general" so I put it here. I couldn't figure out which one this would go in so if someone would move this to a better one that would be appreciated.
  7. Daniel Klimchuk (Edu Cat Moderator)

    Arma 3 Currency?

    As I was playing Arma 3 singleplayer, I noticed the prices on a gas station. Diesel - 21.49 Super + Unleaded - 19.35 Super Unleaded = 18.90 What currency does Arma 3 use? Is it Euro, or maybe Czech Korona? Just interested. Thanks!
  8. ZBot ( An experimental project. ) -> For any BattlEye rcon game supported! Current version: 1.0.2 A Discord bot that can roam your Discord server and function as an RCON client for your BattlEye game servers. Screenshots at the bottom. What can it do? Print all chats in different discord text channels in their respective colours ( Side, Vehicle, Global, ... ). (Tip: Print sidechat in a channel that everyone can read !) Execute RCON & Server commands to your arma server in the assigned Command channel. Protect these commands with an appropriate Discord Role. Reply to user commands when they type ingame. These replies can be printed ingame and in discord. ( eg: !admin -> Admins can be found on discord -> @Admin some asked for an admin ingame. ) Web panel to configure your rcon-game servers. List players, admins & bans trough rcon commands. ( All BattleEye commands supported ). Country flags when using command !rcon players+ Automated messages configured in web panel ( these can contain command which will be ignored by the bot -> No endless loop :p ) Future plans: Support other types or RCON ( steam, minecraft,... ) Open for ideas. How to add it to my server? https://bot.devzupa.be/ Follow the flow of the site. It should be straightforward. Always remember to save a page if needed before navigating to another page! Add the bot before or after you filled in all the info. ( The button on top ). Always be sure the chosen roles and channel exist in your discord server! ( channel names are without the # ) Whenever you make changes in the config panel you need to reload the config of your server onto the bot. This can be easily done by just typing in a channel: !zbot reload This commands also refreshes your rcon instance if it would have stopped for some reason. All rcon commands can be viewed in the assigned 'command' discord channel. List these commands by typing !rcon All commands are prefixed with that aswell. 1 example for a global message by the bot: !rcon say all Welcome you our server! All rcon commands: # ZBot BattlEye RCON commands **All commands are prefixed with !rcon** ## Commands players List all players admins List all admins bans List all bans load scripts Reloads al BE scripts load events Reloads al BE events say all [text] Sends text to all users say [playerId] [text] Sends text to specific user id MaxPing [ping] Sets the maxping of the serve. kick [playerId] [reason] Kicks player (eg: kick 32 Language pls.) ban [playerId] [minutes] Bans online player (eg: ban 11 0 Duping) 0 = forever [reason] addBan [GUID|IP] Bans on/off player (eg: addBan 127.0.0.1 0 Duping) [minutes] [reason] removeBan [banId] Remove bans (eg: ban 11 ) version Display the BattlEye version update Check for a newer BattlEye version loadBans Reload Bans from bans.txt writeBans Rewrite Bans to bans.txt disconnect Disconnects the rcon exit Exits the whole rcon client ## Server Commands **All commands are prefixed with !rcon** #shutdown Shutdown the GAME server #lock Locks the GAME server #unlock Unlocks the GAME server #missions Stops current missions and goes to mission list #reassign Moves all players back into the lobby #userlist Displays the list of users on the server #kick [serverPlayerId] Kicks an online player #exec ban Bans an online player [serverPlayerId] Please provide as much feedback as possible ! 1 mistake by myself can crash the whole bot. So if there are still use cases where it fails we can finetune it! You can join our discord server to discuss or report bugs ( or the topics ). https://discord.gg/WYbeSKR Technical info about the bot. Hosted in france on a good server. Coded in NodeJS ( Ecmascript 6 ). Modular build. Oauth2 authentications. The bot will be hosted by myself until we encounter any problems we can't solve that way. If i ever stop hosting the bot i will release the sourcecode. I might also release the sourcecode earlier. ( If i know you, you can ask me for access to the code). Credits - Testers MGT -> DB Edge of Sanity -> Tobias Solem Screenshots
  9. We are happy to annouce that we are starting new Exile server Currently we are beta testing and would like your feedback,the map is Tanoa from apex DLC which is required to play, server has 40 slots, the difficulty is set on medium we are planning on adding mods in the later stages of tests. We also offer TS3 server to talk to other players and your friends currently we only have 20 slots but if needed we are going to increase it. Exile IP: 37.187.170.146:2302 Teams speak IP: blackshark.net-speak.pl
  10. Hi, I just bought Arma 3 and installed and when I go to run the game initially on my LG 34UC79G Ultrawide Monitor, it said the monitor had no signal. I went into the files and changed the resolutions to 2560x1080 which let the game run and get to the menu, but all the text and everything is scaled really bad making it dysfunctional. Any ideas on how to solve? I cant even find the ingame settings at the moment. Thanks
  11. Dead End is a tactical Mission up to seven Players. Operate behind enemy lines and seek and eliminate the target.Our informs have reported that the CSAT officer Ismail Jawadi was sighted near Frini. So far we had no success to grab him. This seems to be our best chance to eliminate him.You start from U.S Camp Yankee. Take care of the equipment and fly to the destination area. Increased enemy activity was noted. Infiltrate the enemy territory and kill the officer. Features: * No addons needed. Just subscribe and Play! * Approximate Playtime: 30-60 minutes * Gearup with Arsenal * Intro & custom music * Languages: English, German Bugs/Feedback: Any Questions? Found a bug? Just add me on Steam: http://steamcommunity.com/id/justm4na Notes: 1. You are able to play this Mission solo but its very hard! 2. I made this just for fun. I really appreciate if you rate and comment my Mission. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1137808580
  12. Delta Company of the 7th Cavalry Regiment [D/1-7] is currently recruiting. We are a Vietnam era Arma 3 clan using the Unsung mod and part of one of the largest and oldest milsim groups in Arma (Founded 2004. Active membership of 250-300 in 7th Cav 50-60 in ACV).Our style is realistic with a well-defined CoC, classes for almost all MOS, flight schools, milpacs, award systems and an infrastructure that is committed to making sure you get the most out of your time with us. The Unsung mod gives us dozens of Vietnam era jets and payloads as well as over 100 weapons, uniforms, choppers, etc. The ACV public server even has VC Spider holes!To join 7th Cav Air Cav Vietnam you must: Be 18+ years of age Not belong to any other FPS clans Must agree to conduct yourselves according to the rules and regulations of the 7th Cav Attend SP one hour a week (Multiple SP times available) and sign roll call weekly Join us on our Steam page http://steamcommunity.com/groups/aircavnam You can also join us on our teamspeak server and public server:Server Name: =7Cav=Official Air Cav VietnamServer IP: 149.56.28.101Port: 2302TeamSpeak 3: ts3.7cav.us Port:9987Pass:7thCavalryMods required:- Unsung (delta version): Unsung Download[www.armanam.eu]- Collection modlist COLLECTION- APEX DLC
  13. Miroslaw Kowalski

    AWC Arms Release Thread

    The ArmA Warfare Cooperation is proud to release the first version of its AWC Arms addon. What is the ArmA Warfare Cooperation? The ArmA Warfare Cooperation (AWC) is a cooperation of multiple german clans focusing on tactical, immersive and realistic ArmA Gameplay. We share a modset and a TeamSpeak 3 Server. Why have we created this addon? This weapons addon was created by some of our members to get some weapons ingame that make for a good variety in the weapons we can choose from and therefore the roles our members can fill in. Addon content: McMillan Tac-50 A1-R2 (3 colors: black, tan and olive) AAC Cyclops .50 caliber suppressor (3 Colors: black, tan and olive) Desert Tech SRS-A1 (chambered in .338; 3 Colors: black, tan and olive) Enhanced M14 Rifle featuring a rail system allowing for a configurable weapons platform (2 Colors: Wooden, Olive; this is a modification to the ArmA 2 M14 model) Magazines and Ammunition for all the weapons Download: https://drive.google.com/open?id=0B-RvJkmk8dpyaDJ4aVpCaXZWdnM Requirements: CBA (optional) SMA - ArmA shows a message that it is needed but it is only for the m14 which i configured to be able to load SMA Magazines Screenshots: https://imgur.com/a/EJHn5 ToDo: maybe some new weapons (if you have some wishes we'll consider doing them ;) ) Credits: [ARES] Miroslaw Kowalski - Modelling, Texturing and Config writing [ARES] William Porter - Testing and Screenshots The rest of the ArmA Warfare Cooperation for their advices and kind words B) And of course Bohemia Interactive for their awesome game and the awesome assets they provide for their community
  14. SLASS - Seelenlos Arma 3 Server Script short: slass Tested on Ubuntu 16.04 (Xenial) Visit us on TS3: ts3.seelenlos.eu?port=9987 | seelenlos.eu | seelenlos on Steam (c)2017 by seelenlos License: GNU GPLv3 GitHub: SLASS ## General This script will greatly ease the installation and management of three Arma3 servers including mods from the Steam workshop.</br></br>This is not a one-click-get-a-server script. Its usage is simple, but do yourself a favor and read this manual BEFORE you begin. Really. Basic knowledge of the linux command line usage is assumed. ## What it does The seelenlos Arma 3 Server Script - installs three arma3 server instances on Linux - saves precious storage by using symlinks (about the space for one installation is needed) - implements the instances as services in the OS - restarts the servers if they crash - provides diagnostic commands on the running servers - installs Arma3 mods from the workshop - provides a central config file where you can specify an individual mod set for each server - differentiates between mod, servermod, and clientmod - manages the *.bikey files in dependency of the loaded mods for each server instance - provides a central mission repository for all instances - creates meaningful servernames for the server browser depending on the loaded mods - reconfigures the servers upon each restart according to the config files - can be used to update Arma3 and the mods by a single command - provides a simple way to have an almighty admin and a maintance user, who can update/install mods, and add missions, but not fumble around in the important scripts ## How it works ### Basic Structure The script will generate a master installation (a3master), that will never be started. Using symlinks, it will build three server instances out of this master installation. The instances are later run as a system service (SysVInit). The whole set of server files, including the mission repository (mpmissions folder) and *.Arma3Profile is being shared among the instances, but the instances use individual config files. A script will manage the mods and their keys to load for each server instance. Individually for each instance you can set: - (part of) the config file - the mods to use including their keys - the servername All instances will share - the Arma3-files and mod files (update all instances at once) - the *.Arma3Profile - basic config settings - a common logfile folder ### What happens on installation You begin by putting the script folder installer into an arbitrary folder on your system. Upon start, the script will then establish an Arma3 installation inside that arbitrary folder. Depending on you installation path, it will build individual config and script files for your server, install steamcmd, set the required file ownerships and rights, and install the servers as a system service. The installation finishes with an update of Arma3 and the mods. Refer to the file doc/folder_struc.png for a general overview where to find the files and what they do. ### What happens on update File ownership in a3master will be reset to avoid issues from remote upload of mission files etc. The server instances are then stopped, and an update (or install, if not already there) of Arma3 and the mods is performed. After the update, the file rights in a3master are reset, all mods are renamed to lower case (avoids issues with crashing mods on linux) and the folders of the instances are cleared and rebuild. Finally, the severs are booted back up. ### What happens on start/restart On start, all config files are newly read in to consider possible config edits. The config file modlist.inp defines the mods to load, individually for each instance. Depending on that config, the server name and the startup options (-mods= ) are build. Then the script will generate the config file for the respective instance, and copy the individually needed set of .bikey - files into its keys folder. Logfiles older than {deldays} (servervars.cfg) will be deleted, a new logfile will be written. Afterwards, the instance will boot, being monitored by a watchdog process. The watchdog reboots the server if it crashes. The watchdog is also active if the server stopped externally, i.e. you can issue the #shutdown command ingame to read an updated server config. ## Installation ### 1. Prerequisites - ensure you have the root password for your machine at hand - create an arbitrary folder for the servers, we suggest /srv/arma3/ - copy the script folder "installer" in that folder, e.g. /srv/arma3/installer - open the file install.cfg inside the folder "installer", change the user informations therein to your wishes. The users can be created by the script, or manually before you start the installation; refer to the commands in ./installer/adddelusr.sh on how to do so. They will have the following functions useradmin - Is owner of the files in the server folder, can add/delete/modify files and manage servers. You can use your normal user account with sudo privileges for this. Make sure he is in grpserver (see below). userlnch - Is the owner of the server process once fired up. For security reasons, he should not be able to get a shell nor become root. Use strong Passwords for both users anyway, never hand them out! A server with web access is not a toy! grpserver - a user group in which both preceding noted users must be, preferably as initial-group. Add additional users to that group, to allow them to make basic maintenance of the gameserver (update, mod/mission install, restart, cfg changes) - prepare the server config files in ./installer/rsc a3common.cfg - master config file containing settings common for all server instances. a3inidi.cfg - template config file containing individual settings for each server instance. After installation, three individual copies of this file will exist, edit them if needed. basic.cfg - loaded as -cfg file by the server process servervars.cfg - config file setting additional options for the server executable, normally you don't need to edit this - determine the mods to install, to do so edit ./installer/rsc/modlist.inp. The file has seven columns: I. shortname of the mod II. steam-app-id of the mod; if the mod is not in the workshop, insert the word local III. mod type; use mod if the mod is to be loaded by server and client (key and mod is loaded), e.g. ACE cmod if the mod is only to be loaded client side (only mod is loaded), e.g. JSRS smod if the mod is only to be loaded by the server (only key is loaded), e.g. ace_server IV. to VI. contains a binary key 0/1 selecting if the mod is to be loaded on server #1/#2/#3 VII. is the name of the mod included in the servername for the server browser; Type "xx" if do not want the mod to appear in the server name for the server browser; see also the example file in ./installer/optrsc/ prepserv.sh - defines the server names, among other stuff. Edit the entry hostname_base="Generic Arma3" and the entrys " hostname id1=' Server 1 |' " to " hostname id3=' Server 3 |' " to your wishes. The final server name will be composed as Hostname_base+hostname_idx+Modlist, e.g. "Generic Arma3 Server 1 | SLT, ACE" Edit more of the file to break it ... - Make sure that you have the steam login of a user with arma3 and the mods being stated in "modlist.inp" subscribed at hand. ### 3. Start Installation - ensure the file ./installer/a3install.sh is executable for your current user (chown , chmod 744) - run ./installer/a3install.sh, confirm continuation request - decide, if you want the users to be created, see above - the script may ask you to install some packages named like lib32..., those are needed by steamcmd - consider saving or immediately applying the commands printed on the prompt (visudo, ln) in another console; refer to the Usage-Update section below - confirm the begin of the download, or choose to download later by issuing the update script (see below). - The login into steam may fail on the first try, because you are probably logging in from a machine unknown to steam. In this case the script will freeze at the line "Verifiying Login-Data...". Abort the script by pressing Ctrl-C in that case. Then start /srv/arma3/steamcmd/steamcmd.sh and enter the guard code received per mail. Refer to the steamcmd manual on HowTo, or see below. Afterwards restart the update process by issuing sudo /srv/arma3/scripts/runupdate.sh. runupdate.sh from now on will always be the file to start in order to update arma3 or install a mod. - when you see app_update 233780 validate arma3 is being downloaded, be patient - when prompted, you may copy missions and non-workshop mods into the ./a3master folder - note the output on screen. If the installation of mods ...workshop_download_item ... fails with timeout, abort the update process with Ctrl-C. This will happen if you download a large mod for the first time and the download takes long. The download attempts are cumulative, so each time you run the update, you make progress. For RHS for instance i needed to run the script 5 times. The issue is a bug in steamcmd. ### 4. Done Put at least one mission into mpmissions and Enjoy Arma3! You may delete the installer folder now. ## Usage ### 1. Manage Servers The servers are implemented into your system as system services. You manage them by issuing the command sudo service a3srvX OPTION Replace X with the number of the server and OPTION with start - you guess it stop - ahem...well restart - Does a restart. If you have many big mods loaded, this command may fail because the server takes to long to stop. Just issue stop and after a short wait start again. status - prints the service status log - prints the serverlog onto the prompt in realtime as it is written, abort with Ctrl-C Update the servers and mods by running sudo /srv/arma3/scripts/runupdate.sh. The script will then download/update A3 and the workshop-mods registered in modlist.inp. You may want to add the line %{grpserver} ALL=NOPASSWD: /usr/sbin/service a3srv[1-3], {a3instdir}/scripts/runupdate.sh to the sudoers file with visudo to avoid the system asking for the password. This is a must if you want to enable other members of the group that do not have root permissions (i.e. the maintance users) to issue the commands. Replcace {grpserver} with your groupname and {a3instdir} with your installation path. You will also need to execute the command ln -s /home/{useradmin}/Steam /home/{userupdate}/Steam for each user you want to enable to run the update script. Run the command as the user {userupdate}. Replace {useradmin} and {userupdate} with the respective user names. The command will create a symlink of the Steam cache folder into the home directory of {userupdate}. This forces steam to use only one repository of cache files for all users, preventing several issues. ### 2. Install mods For workshop mods: Ensure you have the mod subscribed for the user you wish to use for the update. Write an entry for the mod to install into modlist.inp as described in the installation section. Run an update. For non-workshop (i.e. local) mods: Put the mod into /srv/arma3/a3master/_mods/ and copy the .bikey file (if one is needed) in a respective folder ./_mods/@modname/keys. Set the file owner and permissions like the other mods have it. You may alternatively run an update to let the script set the permissions. Write an entry for the mod to install into modlist.inp as described in the installation section. Reboot the respective server to load the mod. In both cases, ensure the .bikey file (if one is needed) is in a folder ./_mods/@modname/keys, if you observe problems loading the mod. Otherwise the script won't find it. ### 3. Edit server configs Thats simple: Edit what you need to, and restart the corresponding server. ## Appendix ### I. Enter Steam Guard code - run /srv/arma3/steamcmd/steamcmd.sh; make sure you run this command as {useradmin} or a {userupdate} for whom the ln command has already been applied - enter login USERNAME - enter the guard code - enter exit
  15. There is some command to constantly check all the commands running on the client, in case it would be to prevent hackers. I tried the battleye but from what little I saw, the battleye only checks when you enter the server, or am I wrong? If I am, how do I execute the battleye constantly to check the commands executed by the client?
  16. georgischer Maschinengewehr

    MHQ script doesn't work

    Hello, in a mission I've made simple MHQ teleport. it works fine, but when I linked it to vehicle respawn module and the vehicle gets destroyed and spawns again, teleport script doesn't work anymore. from a flag I can teleport to the vehicle, but from the vehicle I can't teleport to the flag this addaction ["Move to Base1","Base1.sqf"];this setVariable ["btc_dont_delete",true] to be honest, I have no idea if it's even necessary to add - this setVariable ["btc_dont_delete",true] ( when I used vehicle respawn module and tried to kill the HQ, it didn't spawn again itself) there's 2 vehicle respawn module in the mission, first I used only one, I linked MHQ to the first module, there are other vehicles linked too, but MHQ script didn't work. then I've made another module Only for MHQ and worked, but as I've said, it didn't work after spawning after being destroyed . is it necessary to add vehicle respawn delay from Attributes - multiplayer - Vehicle respawn Delay (now it's 0. I didn't change anything) pls help
  17. Hello, I am offering my time to reskin cars for arma 3 to whoever needs it. It can be a law enforcement vehicle or a standard vehicle. All I request is that you give a bit of time (About a week just in case I am busy). If I cannot complete such request then I will quote you in the comment section saying so. -KNOW THAT THIS IS FOR LIFE MODS, IN OTHER WORDS I DO BUSINESS CARS, EMERGENCY SERVICES, ETC. IF YOU ARE INTERESTED DO THE FOLLOWING Comment below the car and include a link to download the pbo for it Be mature and appropriate, respect all suggestions below If there are a lot of comments, I may not get to you, that doesn't mean spam, I will try my best Put any idea you want or just say skin me a car that looks good Again as said above give atleast a week minimum Thank you for all interested and I hope you take advantage of this. Oh also I go by Sigma :)
  18. Dear Exile Community, Today i've got something special for one of you! My team and I have a spare dedicated server left from our previous project and we're looking into giving it to someone who is able to build and lead an awesome and hopefully huge exile project and community! So, do you have some ideas for an awesome exile project, or already have a project running and want to expand to a bigger server, then keep on reading! The server you'll be getting i7 3930K 6x3,20GHz 24GB RAM 1000MBits Connection Hosted by Hetzner in Germany You're probably asking yourself now:"What does it cost? What do you want?" Well, we actually want nothing, but we do have some requirements. Requirements re/Naming the project so that it gets an recall value and players will be like:"Ohh, yeah lets play on Exiliron (just an example)!" Website, forum (we will provide this), and a teamspeak server! This will help growing a bigger community. Every Map you want except for Altis and Stratis! Mainly PVE but with a PVP Area with better loot! No Pay2Win, everything that is in the Donator Shop needs to be available by normal playing too! !!! One thing that is really important to us !!! Commitment! If you know that you won't have much time working on the server because of your work/school and your real life than you should probably take care of those things first instead of thinking about creating and leading an exile project. That means, only apply to this sponsorship when you're confident to invest some time, that you really have, into this project. Also, if you don't have a lot of knowledge in arma3, exile and administrating and programming for such a server we probably won't choose you! We want to give this server to those who are really able to get the most out of it. Other things needs to be discussed out in a teamspeak conversation. How can you apply to this sponsorship? PM me here in the arma3 forums with some information about you (age, occupation,where you live, knowledge regarding arma 3 (sqf, etc)). Email me: loohney@gmail.com Thats it! Hope that someone will take the chance. Regards, Loohney
  19. About Us 5th SFG MilSim has been hailed as one of the most authentic, active, and honorable units to ever present themselves to the community. We understood what it meant to truly have fun and have a MilSim experience worth sharing. We have created lifelong friendships through our message of brotherhood, loyalty, and respect. We aim to continue that tradition in 2017. Requirements to join 1. Candidate must be 16 years old at the time of enlistment. 2. Candidate must be fluent in English. 3. Candidate must own a working microphone and have TeamSpeak. 4. Candidate must own ArmA 3 with APEX DLC 5. Candidate must be able to meet necessary training schedule. 6. Candidate must be able to download supported unit specific mods. 7. Candidate must be in good standing with the 5th Special Forces Group 8. If you have questions, please feel free to contact a recruiter. Open Positions 18X - Special Forces Candidate 18D - Medical Sergeant 18E - Communications Sergeant 153A - 160th SOAR Pilot - Currently Full as of 7/29 18C - Engineering Sergeant We need loyal members who want to help 5th SFG be the best! Special Warfare Schools U.S. Army Sniper School Special Operations Recon Course Basic Leadership Course Warrior Leadership Course Pathfinder School Special Operations Combat Medic Military Free Fall Land Navigation Survival, Evasion, Resistance, and Escape Training Air Assault School Airborne School What We Offer We understand there are lots of units out there to choose from. We differentiate ourselves by wanting QUALITY not QUANTITY. We expect you to want to be here and to be the best person you can be while wearing our patch. Dedicated Server Detailed Roster Awards Teamspeak Forum Experience Fun Weekly Operations Joint Operations Contact Us Website: http://www.SFMilSim.us TeamSpeak: ts3.SFMilSim.us Alternate Teamspeak Link: http://invite.teamspeak.com/ts3.sfmilsim.us Join today!
  20. About Us 5th SFG MilSim is one of the most authentic, active, and honorable units to ever present themselves to the community. We understand what it means to truly have fun and have a MilSim experience worth sharing. We have created lifelong friendships through our message of brotherhood, loyalty, and respect. We aim to continue that tradition in 2017. Requirements to join 1. Candidate must be 16 years old at the time of enlistment. 2. Candidate must be fluent in English. 3. Candidate must own a working microphone and have TeamSpeak. 4. Candidate must own ArmA 3 with APEX DLC 5. Candidate must be able to meet necessary training schedule. 6. Candidate must be able to download supported unit specific mods. 7. Candidate must be in good standing with the 5th Special Forces Group 8. If you have questions, please feel free to contact a recruiter. Open Positions 18X - Special Forces Candidate 18D - Medical Sergeant 18E - Communications Sergeant 153A - 160th SOAR Pilot - Currently Full as of 7/29 18C - Engineering Sergeant We need loyal members who want to help 5th SFG be the best! Special Warfare Schools U.S. Army Sniper School Special Operations Recon Course Basic Leadership Course Warrior Leadership Course Pathfinder School Special Operations Combat Medic Military Free Fall Land Navigation Survival, Evasion, Resistance, and Escape Training Air Assault School Airborne School What We Offer We understand there are lots of units out there to choose from. We differentiate ourselves by wanting QUALITY not QUANTITY. We expect you to want to be here and to be the best person you can be while wearing our patch. Dedicated Server Detailed Roster Awards Teamspeak Forum Experience Fun Weekly Operations Joint Operations Contact Us Website: http://www.SFMilSim.usTeamSpeak: ts3.SFMilSim.us Alternate Teamspeak Link: http://invite.teamspeak.com/ts3.sfmilsim.usJoin today!
  21. About Us 5th SFG MilSim is one of the most authentic, active, and honorable units to ever present themselves to the community. We understand what it truly mean to have fun and have a MilSim experience worth sharing. We have created lifelong friendships through our message of brotherhood, loyalty, and respect. We aim to continue that tradition in 2017. Requirements to join 1. Candidate must be 16 years old at the time of enlistment. 2. Candidate must be fluent in English. 3. Candidate must own a working microphone and have TeamSpeak. 4. Candidate must own ArmA 3 with APEX DLC 5. Candidate must be able to meet necessary training schedule. 6. Candidate must be able to download supported unit specific mods. 7. Candidate must be in good standing with the 5th Special Forces Group 8. If you have questions, please feel free to contact a recruiter. Open Positions 18X - Special Forces Candidate 18D - Medical Sergeant 18E - Communications Sergeant 153A - 160th SOAR Pilot 18C - Engineering Sergeant We need loyal members who want to help 5th SFG be the best! Special Warfare Schools U.S. Army Sniper School Special Operations Recon Course Basic Leadership Course Warrior Leadership Course Pathfinder School Special Operations Combat Medic Military Free Fall Land Navigation Survival, Evasion, Resistance, and Escape Training Air Assault School Airborne School What We Offer We understand there are lots of units out there to choose from. We differentiate ourselves by wanting QUALITY not QUANTITY. We expect you to want to be here and to be the best person you can be while wearing our patch. Dedicated Server Detailed Roster Awards Teamspeak Forum Experience Fun Weekly Operations Joint Operations Contact Us Website: http://www.SFMilSim.usTeamSpeak: ts3.SFMilSim.us Alternate Teamspeak Link: http://invite.teamspeak.com/ts3.sfmilsim.usJoin Today
  22. Website > Server Code | Execution System (Node.JS) Made By Optix Special Thanks to KilzoneKid for his release of the URL_Fetch DLL's V0.0.1 For those of you who do not understand or know what this is, in basic, it is a system of executing code on a server without physically being on it. How this works essentially it uses node.js to handle specific commands and does stuff with them. I personally use Glitch.Io to host my node.js server. it is a free service that allows you host your node.js project online and develop upon it live. This system contains one mod folder @Optix_WebExec which contains the necessary files that hold the Arma functions that use KK's URL_Fetch dll. This is required to make the connection to the Node.js server and pull the content that is due to be executed. BEFORE ANYONE STARTS THINKING THIS CAN BE USED MALICIOUSLY IT CANNOT ITS FULLY SERVER SIDED AND CAN ONLY BE USED IF PEOPLE HAVE THE SERVERS CORRECT LINK DEFINED IN A CONFIG! How to Use: your Node.js server link here / exec / sqf code here - This is what is used to add code to the file which Arma server checks every x amount of seconds, This can be defined in the config file found in Optix_WebExecConfig.pbo. Please note that in the case you pass any code containing irrelevant content to sqf or code containing any syntax errors currently will stop the server loop from executing correctly (Due to the errors), I have been working on a system to automatically handle and log this but had issues during the process and wanted to release asap so currently this version does not contain this feature, but stay tuned for updates in the future. your Node.js server link here / log - This is what is used to view the systems logs. The system logs events such as server connections, code added to be executed and exec list clearing. your Node.js server link here / v - This returns the current version of Arma code exec. Setup: 1) Host your node.js server using the code provided using your prefered method of hosting. 2) Install the Arma Addon onto your Server NOT Client. (This is a server sided add-on and is by no means needed on any clients) 3) Configure the config found in the Optix_WebExecConfig.pbo 4) Use the above commands to carry out the desired process. Video Showcase: Files: Download the Project here: GitHub Kind Regards, Conner 'Optix' Add me on Steam :)
  23. I'm after a modder that can make a standalone door object that I can place at the entrances of buildings that don't have doors. I'm currently working on a mission and a lot of the buildings in the map don't have doors, so I'd like just a door object that opens and closes like normal and possibly lockable? Should be a relatively easy mod, but I've got no idea when it comes to object addons and stuff like that. I only script. Cheers
  24. http://steamcommunity.com/sharedfiles/filedetails/?id=898614428 I cannot share much more as I am having troubling figuring out how to link my p3ds together (and I assume you don't want to see disjointed hull sections) but LODS are done on all of them just need the damn thing textured.
  25. Hi we run a realsim unit however we are having issues with our AI when we build a mission in the editor. We edited the AI decreased there aim and such to make it more suited towards our playstyle. However something keeps reverting the changes back to vanilla which makes the AI turn into absolute beast and the pop faces from 600meters out. We even tried it in a vanilla editor without any mods running but it still did the same thing. Basically we can't change the AI no matter what we do. Does somebody have any clue how to possibly fix this? We already tried removing ACE_AI but this to no avail. We are running out of ideas at the moment and are hoping people might have some insight into this issue. Our list of mods currently being used whilst making missions. All help would be appreciated. P.S sorry if this in the wrong forum subject moderators.
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