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Found 308 results

  1. Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.
  2. Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.
  3. Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.
  4. Hey! Quick question. I'm trying to set up a mission that uses ALICE 2 to spawn civs and traffic, but I don't want the player to be able to hitch a free ride off of them, as all the vehicles spawned are unlocked. How can I change this so they're all locked at spawn? Thanks!
  5. Hello, our new team in the Amsterdam development studio is looking for an Encoder (Technical Artist) to support asset production for Bohemia Interactive games. You would contribute to the successful Arma 3 sandbox and be on board for new titles on the horizon. We are very interested to hear from multi-talented developers who have an eye for quality and apply precise work methods. Configuring: setting up asset behaviors, encoding properties, balancing parameters, etc. Scripting: supplementing engine behavior with scripted systems, using batch operations, etc. Animating: setting up animated components on assets, applying dynamic texturing methods, etc. Prototyping: trying new concepts in-game quickly, creating asset placeholders, etc. Structuring: organizing assets in consistent data structures, applying naming conventions Pipelines: preparing assets for our games and the underlying proprietary engines Evaluation: inspecting your work in-game, tweaking and iterating, and enjoying the results! Requirements An understanding of class inheritance concepts Strong focus on quality, precision and details Familiar with performance constraints and optimization techniques Able to operate autonomously and to make responsible decisions about time management and priorities Quickly able to learn new tools, methods and pipelines Experience with game development Good written and spoken English A willingness to work in Amsterdam, The Netherlands Welcomed Skills Experience with Arma (3) / Real Virtuality engine and the relevant tools, scripting language, game & model configuration files Experience with 3D modelling software (e.g. Max, Maya, MODO, etc.) Scripting abilities in 3D software packages (e.g. HLSL, Cg, Max script, Flash, Java, etc.) Game scripting / programming skills in languages like SQF, Python or C# and IEDs like Unity or Unreal Engine Familiar with effective polygon use, UV sets, mesh optimization and surface lighting An understanding of the full game development cycle and iterative development methodologies Experience with mastering and distributing game builds Experience with versioning and revision control systems (e.g. SVN) Experience with Atlassian information systems (Confluence / JIRA) Experience with working in teams, across multiple physical locations A passion for games We Offer An opportunity to work on popular game franchises Possibilities to directly influence the final products A great and friendly atmosphere in a small team Jumping on board a new studio adventure from the beginning Possibilities for skill development and growth in a dynamic company Competitive salary and benefits Get all of our games for free The satisfaction of seeing your work being appreciated by enthusiastic gamers worldwide Flexible working hours Get all of our games for free The satisfaction of seeing your work being appreciated by enthusiastic gamers worldwide Flexible working hours Please contact us at jobs@bistudio.com.
  6. Hello, We are looking for a talented Game Capture Artist with a passion for video games to join our team in Prague, the Czech Republic. In this role, you will be responsible for the production of various assets for audio-visual promotional materials, including cinematic game footage, screenshots, and other imagery. The ideal candidate for this position is creative, pro-active and willing to learn, organized and consistent, has an excellent eye for photography and great sense of direction, plus a solid understanding of branding. Requirements Gameplay Capture Familiar with industry standard editing tools Able to problem-solve to achieve the best possible results while working within the confines of unfinished technology Able to work with varying levels of supervision and creative direction, ranging from complete autonomy, to working with a director to capture a specific requested set of shots Able to suggest and implement potential improvements to our game capture assets, tools, and workflow Video Production Experienced in the set up and use of industry standard tools (e.g. Adobe After Effects, Premiere, Encoder) Proficient knowledge of the export and encoding pipeline Video Distribution Familiar with (YouTube) video upload requirements Image Production Familiar with image editing software (Adobe Photoshop) Able to produce high-quality images for promotional distribution (screenshots, etc) Able to produce high-quality mages for in-game use (overview images, etc) Scheduling Make realistic estimations of work Time management, keeping deadlines, identifying/communicating any potential delays to leads Welcomed Skills Portfolio containing an attractive variety of self-produced images and videos Knowledge of Arma and/or DayZ, and a history of producing related videos/screenshots Experience with (Real Virtuality) engine and camera scripting Experience with live streaming We Offer Opportunity to work on existing and new game franchises Nice working atmosphere with lots of opportunities Possibilities for skill-development and growth Flexible working hours Competitive salary & benefits Please contact us at jobs@bistudio.com
  7. Started in July 2016 by a few friends interested in MilSim operations. We have recently decided to make the unit official and public. We are still working on getting everything organised and setup, we have a 100 slot Teamspeak, a professional Training map, a Dedicated Server Box, mods which allow us to take the 1st ID role both visually and mentally. Requirements Must be 17+. Must speak fluent intelligible English. Must be able to make events in the CST timezone (2pm - 8pm) and commit a reasonable amount of time to the unit. Information The 1st Infantry Division realism unit is a unit in which enforces a realistic type approach to the game of ArmA 3 like many other realism units. We are looking to induct dedicated, mature members willing to put the time and effort into bettering their skills and strategies for the unit. Recruits will go through a series of courses and tests to make sure that they are ready to take on the challenges the 1st Infantry Division will come across in combat. These courses will range from battle drills to learning and familiarisation with various U.S. and foreign weapons. Teamspeak 64.94.101.183:1337 Website http://1stinfantry.net/home
  8. Flying Monkeys In Space Who are we? Flying Monkeys In Space is the next generation in Arma III Milsim. We aim to host missions for those whom seek the desire to play Arma to it's full extent. Our end goal is to make the most immersive and exciting gaming experience possible without all the 'Yes Sir' 'No Sir' BS. Our group aims to host amazingly fun and enjoyble operations weekly. What Do We Do? Flying Monkeys In Space currently employs the use of the new and improved 3DEN editor for Arma III. Working alongside the 3DEN editor our talented mission makers create tailored in house missions to suit our Milsim needs. These missions can consist of killing an officer, combined arms assault on a town or city, capturing an officer, finding intel etc. As well as Relaxed Milsim operations we will also conduct training days throughout the week to bring new players and old players alike up to speed with new mods or just the basics of Arma. Flying Monkeys In Space has around 20 active members on most nights and we also converge with other clans and take part in massive 30 - 40 player operations aswell. Requirements In order to take part in FMIS activities you will need: Working Mic Teamspeak 3 16+ The will to download mods Are free on atleast one of the op days Arma3 Sync A level of maturity Mission Days We do not force you to come on specific days however it is highly encouraged to be active within the community and join for atleast one large operation per week. Below, will list the current active mission days: Wednesday (Small Op) Friday (Large Op Saturday (Joint Op w/ TFD, 40-50 player ops) Sunday (Large Op) So, if this group sounds like the group for you, you can either comment down below, send myself a message on steam or head over to the Arma3 Units page and apply there. Once again, thank you for reading. Arma3 Units Page: https://units.arma3.com/unit/flyingmonkeysa3 Teamspeak Server: ts.fmisgaming.com Group Media: ​​​Operation Hell Raiser | Snapshot ​ Operation Crop Duster | Snapshot
  9. Zombie outbreak response http://steamcommunity.com/sharedfiles/filedetails/?id=186622783 Jason B The ultimate Military vs Zombie sandbox & Bandit mod is here! Designed for SP/COOP. -Play as the Z.O.R.T. with either AI or human controlled buddies and participate in a Special Forces mission to retrieve patient 0. Patient 0 is a civilian who is immune to the Z virus being held by bandits in the village of Gravia. How you go about it to complete the mission is up to you! Do you take command of your rifle squad and go at it on foot? Customise your soldiers gear to be the ultimate solo warrior? Or if you prefer, grab a vehicle if you like; perhaps a chopper or a tank and drive into the heart of the hornets’ nest with an A2 Slammer tank? All is possible! The choice is yours. Features -A three way war between the Military, Zombies & Bandits -Weapon/character customisation -Command a squad -Drive just about any Nato vehicle and use them to smash Zombies and Bandits. -Challenging and spooky game play (scary music) Screenshots [/img] [/img] [/img] [/img] [/img]
  10. Hi guys, A friend and I have been talking about this quite a bit recently. The only criticism he had about the game was the setting. He felt it was a weird choice to set it slightly in the future he felt it was unnecessary and led to some weird weapons and vehicles. To an extent I agree with him BUT I don't mind It as much. We came to the conclusion that we hope the next one is set in the present day as technology and weapons seem to have come a long way since the arma 2 days and we would enjoy it more. Thays just our opinion. My actual question is what was the developers’ reason for the semi futuristic setting? Do we know anything at all about the future of arma? (Next game etc.) Thanks.
  11. 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 :
  12. 1st Battalion 9th Marines "The Walking Dead" Website - http://19walkingdead.net/forums/index.php Teamspeak - 104.153.105.2:29920 The 1st Battalion 9th Marines is a new units whose doors opened just recently on Sunday the 9th of October 2016. We are looking to expand to at least a company size with attachments such as Air, Light Armor and a Weapons Platoon. If you feel this unit is for you don't hesitate to stop in and check us out! What do we have to offer? Full Training Pipeline Easy To Navigate Website Reserve Unit For Those That Lead Busy Lives USMC Ranks & Structure Small yet fulfilling mod pack Unit Training's, Unit Operations, Fun Op's, Joint Op's, etc What are the requirements to join? Must be mature, 17+ Have a Working Microphone Must Speak English Be Active Throughout The Week Must Be Able to Respect Chain of Command & Follow Basic Tasks Legal Copy of ARMA III Willing to Download Mods When do we hold training and operations? Training 1800 CST Operations 2000 CST Individual Squad and Fireteam training ​What positions are open? 11x 0311 Rifleman 3x 0331 Machine Gunner 3x 0351 Assaultman 2x 7599 Student Naval Aviator 6x 1833 AAV Crewman
  13. Headphones and why they are Important for games Most people overlook their audio for games in their setup, they buy expensive video cards, displays and even fancy ram with LED lights... I Would like to go over a few things, terminology, price/performance value what to look for and what to stay away from. Terminology Drivers- are the speakers which are used in your headphones designed for use in close proximity to your ears Big = better. Virtual Surround Sound - you dont need 5 sets of drivers per ear to have surround sound, generally this is a marketing term for stereo audio having more then 1 Driver per Ear is a waste of your money and your sound quality. Amp - a Amplifier which helps to push your headphones a little bit both in terms of volume and in quality. Open Back- Headphones with exposed drivers, provided great sound stage for the most part, will leak sound so you can hear what is going around you, and people can hear what you are listening to... will not bleed into mics if you set mic gain accordingly. overall these and the semi open are the best for gaming. Closed Back - Headphones which are completely enclosed drivers, the typical headphone type you are used to isolates sound. Semi open - really its just open back with a few trade offs. Sound Signature or Frequency response - how the headphone acts during certain frequency range. but be higher, lower or neutral (FLAT), V shaped means More Bass and treble and not much mid range sounds. Monitor or reference headphones mean that they have a flat Frequency response. Please try to Stay away from headsets... aka headphones with mics, usually you can find the same headphones without a mic at 200 to 300% less price, I would highly recommend Sony Clip on ECM CS3 Mic with a 3.5mm extension, really great sound quality you could use it for making voice overs in games... better then pretty much any headset mic. Stay away from brands such as Beats, Bose, skull candy ect... while some people may like them... its better if you look else where. Price I find that anything around 40 to a little less then 200 will give you very good headphones, above that you start to have steep diminishing returns for only slightly better audio... If you have a good motherboard and your house was not wired by grandma and grandpa you should have clean undisturbed signal with little or no noise so dacs will not be needed unless you really want to as most Highend (not high priced) motherboards should have a good quality dac built in. Try to stay away from wireless systems, i find anything wireless to just be a hassle with sub-par performance compared to a system which uses conductors, not only do wired headphones/ all devices work better in almost all regards you don't have to replace batteries and yes li po batteries will not last long, you have much lower latency with a wire close to the speed of light that is, more interference that might be picked up through a wireless system, plus wireless systems are harder to repair. Feel free to Post down below your comments, recommendation as well as any questions you have ;) will add headphone Amps down below at a later date and a few other things ... Headphones list AKG K612 - Pro one of the best Headphones I have tried, works very well of gaming and music, Flat sound signature, open relatively easy to run without an amp Around 150 USD (sadly build quality is a little low, connection issues led to me opening and re soldering the left ear) AKG K712 - the K612 older brother, better in all aspects but are around 300 USD great if you can find them used for around 200, but if not AKG K612 are pretty much the same, it also comes with a detachable cable AKG Q 701 - Great Audio, open back, Little harder to run then the K612, not much bass which is not such a huge issue little over priced for what they are AKG K240 and MK II - Great Semi Open Headphones around 50 to 95 USD easy to drive at 55 Ohms AKG K271 and MK II - Great Value Closed headphones easy to drive 55ohms drivers Audio Technica ( ATH ) ATH M20x,30x,40x,50x, - Get which ever headphone you can afford, they are little over hyped maybe for good reason, easy to run, closed (50's are over priced get the 40's instead) ATH AD 500X - Really impressive Headphones one my top pick for under a 100 USD for gaming headphones, open, easy to drive, Very accurate and large soundstage higher then 90% of headphones, lite on the base. sold for under 80 USD, wings on top can be moded with elastic or rubber band if one has issues with them, very light and very comfortable, flat sound signature besides for bass ATH AD 700X - A small step up above the 500x just a touch more bass around 100 USD ATH AD900X - A step up above the 700x, competitive to AKG k612 pro with less bass but more sound stage sold for around 150 USD ATH AD1000X - same as the previous line up with again a little more Bass and a touch of higher quality audio which might be unnoticeable for most people. sound for around 300 USD ATH A550x/ A700x/ 900x - Closed back version of the AD series, slightly less Sound stage but still very good for being closed back. and more bass. Takstar HI2050 - Great Cheap headphones if you can find them, opened back, little strong on clamping force, great sound stage, great bass, semi flat Sony MDR-7506 - Closed back headphones, some say they are better then the ATH Mxx series sold for less then 100, and they are portable much like the ATH Mxx. Philps Fidelio X1 Good Headphones have a high amount of praise, open back, large and comfortable. (stay away form the X2 due to the low quality manufacturing from the company being bought) Philips SHP9500 Better Valued Fidelio X1 per dollar ratio can be had for under 80 USD. DT-770 Closed headphones, comes in 3 resistance ratings, V shaped sound signature, its german take it or leave it... starting price at 150 USD DT-880 same as the 770 but semi opened starting price at 150 USD DT-990 Opened headphones, better sound stage, less bass starting price at 150 USD Sennheiser HD598 - very good Headphones, light weight, great sound stage, flat sound signature, little base lite, can be picked up for around 150 Sennheiser HD 558 - lower cost HD 598 if you can find them, very slight less bass and treble which helps to flatten the highs out Sennheiser HD 518 - Great value for the money if you must have a Sennheiser under 80... Sennheiser HD 201 - Closed headphones, Cheap, great feel Sennheiser HD 419 - Closed Headphones, Cheap, great feel Fostex T50 RP- are semi opened Headphones they are pretty good, around 100 to 150 in price, higher treble Fostex T20 RP Opened headphones for around 150 USD. great headphones Status Audio OB-1 Really great Headphones for under 100, no silly branding, poor sound stage, Strong build, recommend Superlux HD 668B - oh were to start with these headphones, I have nothing to say bad about these headphones for what they are. they are semi opened, great sound stage, very good sound, very light, detachable cable which you can pick up at any store, 3.5mm extension. flat sound signature and did I say they are sold for UNDER 40 USD... might be uncomfortable so please buy the 20 USD Velour HM5 pads :D to improve sound and its comfort value. might need to stretch them out on some books for a few nights Superlux HD 669 closed HD668B Superlux HD681 EVO semi opened headphones sold for under 30 USD cant say about sound quality but they should be close to the HD 668b Superlux HD 661 Like sony 7506 but a little better considering its price and superlux performance for what they cost Superlux HD 685 Closed headphones very nice similar to the AKG K550 but not at a 200 USD price range... had for under 60 USD Superlux HD 562 - Cool little portable On ear Headphones for outdoor use when you are playing arma mobile... And for those who need a headset I would recommend the hyper X :P to close this out I would like to say that you can defiantly get 5 to 10 years out of your headphones, most headphones will suffer from continuity issues and then most people will throw them out... however this is not needed, you can fix this issue. all you need is a soldering iron, lead/tin solder 60/40 (not plumbing) some silicon 24 to 30 awg wire depending on your need, and some 3.5mm plugs and jacks, you can mod your headphone to use detachable cables such as a 3.5mm extension or 2 male 3.5mm prong connectors, a cheap multimeter which has continuity mode. liquid tape and a hot glue gun, a screw gun with some drill bits, and wire strippers (automatic or pillar type) or if you are pro a side angle cutter (diagonal cutter). You can also make your own Track IR system if you feel like you can, which I highly encourage people to do so. however if you want to be boring you can always just spend your money and wait a few days for it to be shipped to your door... :lol:
  14. Hi there, I am having some trouble with my roads. I can no longer See them in buldozer (Yes I am using editor.sqs in 'scripts' folder) and I can't see them in Arma 3 either. I do not know what has happend but yesterday I could see my roads in Buldozer perfectly fine however now (the day after) For some reason they just don't Appear? Here is my Roads.lib: /* 1 - Main Road 2 - City Road 3 - Dirt Road 4 - Highway 5 - Path 6 - City Road 7 - E76 Highway 8 - sentiero 9 - pista */ class RoadTypesLibrary { class Road0001 { width = 12; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat"; map = "road"; order=1; }; class Road0002 { width = 8; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "road"; AIpathOffset = 2.5; order=2; }; class Road0003 { width = 8; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat"; map = "track"; AIpathOffset = 0; order=3; }; class Road0004 { width = 12; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat"; map = "main road"; AIpathOffset = 3; order=4; }; class Road0005 { width = 5; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat"; map = "track"; AIpathOffset = 0; order=5; }; class Road0006 { width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "track"; AIpathOffset = 2.5; order=6; }; class Road0007 { width = 12; mainStrTex = "a3\roads2\Data\asf1_dashedline_ca.paa"; // lowercase! mainTerTex = "a3\roads2\Data\asf1_dashedline_ca.paa"; mainMat = "a3\roads2\Data\asf1_dashedline.rvmat"; map = "road"; AIpathOffset = 2.5; order=7; }; }; Here are some Screenshots (In case you need to check something) https://gyazo.com/5a5da79580fac72f4e8d1a8768558231 - My Terrain Builder with Project Loaded https://gyazo.com/0a12c500f0a49751fcc175545f2f71b0 - My P: Drive Directory https://gyazo.com/deed7472caece8da14f2da91520e7582 - My Project Folder Please Let me know if there is any other files / Information that you need! Thank you very much!
  15. Hello, Task Force 1776 is proud to offer a new Tanoa Domination mission for Arma 3. We have all the new equipment & goodies plus all the great features of domination for the new Tanoa Map in Arma3. If you are not familiar with TF1776 we have been running Domination in Arma 2 since 2011 and still have pretty much the only active domination server left in Arma 2. We offer a unique twist to domination that most players have come to identify as the top version of the mission. Please visit us on the server and let your friends know about it. We also have a teamspeak, so feel free to hop on with a few of your friends and use a room to communicate. Thank you, Task Force 1776 Representative Ministry of Bureaucratic Administration and Activity Oversight Compliance Division www.TF1776.com Teamspeak: TS3.TF1776.com
  16. 173rd Airborne The 173rd is a professional 'Military Simulation' unit; priding itself on professionalism, realism, accuracy and maturity. Through the guidance of both former and active service members of Armed Forces throughout the world, the 173rd meshes real-world tactics with the Arma game-play mechanics. Through these ideals and principles the 173rd strives to act in a manner that is, above all, other levels presented in other environments and communities. About Us We, as the 173rd Airbone, are seen to perform operations ranking from situations including direct action insertions, Air assaults, and dropping behind enemy lines. We pool our resources to create new content for all to enjoy, allowing a constant stream of feedback from our members to guide our direction. The mutual respect between members, regardless or rank, experience or status; is what allows for us to form a cohesive unit and to truly get the most out of the experience. Furthermore, our reenactment of the 173rd Airborne does not impede the enjoyment or structure of online game-play: We do not require for members to refer to each other by rank, sir or to fulfill unreasonable demands, as well as having a deep understanding that personal issues take precedence. That said, we require a basic understanding of hierarchy whilst in-game; meaning that each soldier must endeavor to perform as their selected role and commit themselves as a member of a team. Our training schedule is a method for continuous improvement across the entirety of the roster, as newer members may offer a wealth of experience, which veteran members may not have had access to. In essence, our focus is to bring all members to a basic standard and build upon existing systems, in order to create a more enjoyable and immersive experience for all. As well as this, we also see ourselves performing a variety of operations ranging from scheduled Campaign Operations; Field Training Exercises; Brief Missions & Co-Operative Scenarios with other Realism Units. Requirements Minimum age is 16 years Must be available for Friday 2000GMT, Saturday 2000GMT Must have a clear, working microphone Must have a legitimate Copy of Arma 3 Must have Teamspeak 3 How to contact us Website: 503inf.enjin.com Teamspeak: 151.80.230.238
  17. What is Rush? Rush is a popular game mod from battlefield. What are the tasks and Goals of Rush Game Mod? Defending team you got to protect the M-COM sites, as the attacking team you got plant the bombs at the M-COM's sites. TEAMSPEAK: 216.167.155.104 SERVER IP: 216.167.155.104 PORT: 2322 First Person ONLY MODS CBA ACE3 RHSUSAF RHSAFRF RHSGREF TASK FORCE RADIO Optional: Shacktac mods, Dragon Fyre Apex, Enhanced Movement KEYS ARE ENABLED DO NOT RUN ANY EXTRA MODS ONLY WHATS LISTED ABOVE I'm not the creator of the gamemode, I've only done edits to be mission to serve our playstyle.
  18. Hi, I have been making a custom building and am on the final few stages of it, However I cant seem to get the windows to work (I have never done windows before and am a bit lost) If anyone could link me to a guide on how to do windows that would be much appreciated or tell me what I need to do in the comments. Config.cpp #include "config_macros_glass.hpp" class CfgPatches { class CG_CityBank { unit[] = {"CG_CityBank"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F"}; }; }; class CfgVehicles { class House; class House_F: House{}; class CG_CityBank : House_F { scope = 2; model = "\CG_Buildings\CG_CityBank.p3d"; displayName = "City Bank"; vehicleClass = "CG_Category"; editorCategory = "CG_Category"; edtiorSubcategory = "CG_Structures"; cost = 50000; author = "CG_JimmyBulmer"; class AnimationSources { class Door_01_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_02_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_03_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_04_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_05_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_06_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_07_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_08_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class VaultDoor_Handle_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class VaultDoor_Full_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class Glass_1_Source { source="Hit"; hitpoint = "Glass_1_"; }; }; class UserActions { class VaultDoor_Open { displayName = "Open Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" < 0.5"; statement = "this animate [""VaultDoor_Handle_Rotation"", 1]; this animate[""VaultDoor_Full_Rotation"", 1];"; }; class VaultDoor_Close { displayName = "Close Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" >= 0.5"; statement = "this animate [""VaultDoor_Full_Rotation"", 0]; this animate [""VaultDoor_Handle_Rotation"",0];"; }; class Front_Door_Right_Open { displayName = "Open Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" < 0.5"; statement = "this animate [""Door_01_Rotation"", 1]; this animate [""Door_02_Rotation"", 1];"; }; class Front_Door_Right_Close { displayName = "Close Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" >= 0.5"; statement = "this animate [""Door_01_Rotation"", 0]; this animate [""Door_02_Rotation"", 0];"; }; class Front_Door_Left_Open { displayName = "Open Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" < 0.5"; statement = "this animate [""Door_03_Rotation"", 1]; this animate [""Door_04_Rotation"", 1];"; }; class Front_Door_Left_Close { displayName = "Close Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" >= 0.5"; statement = "this animate [""Door_03_Rotation"", 0]; this animate [""Door_04_Rotation"", 0];"; }; class Door_05_Open { displayName = "Open Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" < 0.5"; statement = "this animate [""Door_05_Rotation"", 1];"; }; class Door_05_Close { displayName = "Close Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" >= 0.5"; statement = "this animate [""Door_05_Rotation"", 0];"; }; class Door_06_Open { displayName = "Open Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" < 0.5"; statement = "this animate [""Door_06_Rotation"", 1];"; }; class Door_06_Close { displayName = "Close Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" >= 0.5"; statement = "this animate [""Door_06_Rotation"", 0];"; }; class Door_07_Open { displayName = "Open Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" < 0.5"; statement = "this animate [""Door_07_Rotation"", 1];"; }; class Door_07_Close { displayName = "Close Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" >= 0.5"; statement = "this animate [""Door_07_Rotation"", 0];"; }; class Door_08_Open { displayName = "Open Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" < 0.5"; statement = "this animate [""Door_08_Rotation"", 1];"; }; class Door_08_Close { displayName = "Close Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" >= 0.5"; statement = "this animate [""Door_08_Rotation"", 0];"; }; }; }; }; Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class CG_CityBank_bones : Default { skeletonInherit = "Default"; skeletonBones[] = { "Door_01","", "Door_02","", "Door_03","", "Door_04","", "Door_05","", "Door_06","", "Door_07","", "Door_08","", "VaultDoor_Full","", "VaultDoor_Handle","VaultDoor_Full", "VaultDoor_Handle_Axis","VaultDoor_Full", "Glass_1_Hide","", "Glass_1_Unhide","" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class CG_CityBank : Default { skeletonName = "CG_CityBank_bones"; sections[] = { "Glass_1_Hide" }; sectionsInherit = ""; class Animations { class VaultDoor_Handle_Rotation { type="rotationZ"; source="user"; selection="VaultDoor_Handle"; axis="VaultDoor_Handle_Axis"; memory=1; minValue=0; maxValue=0.25; animPeriod=0; angle0=0; angle1="rad 360"; }; class VaultDoor_Full_Rotation { type="rotation"; source="user"; selection="VaultDoor_Full"; axis="VaultDoor_Full_Axis"; memory=1; minValue=0.25; maxValue=1; animPeriod=0; angle0=0; angle1="rad 90"; }; class Door_01_Rotation { type="rotation"; source="user"; selection="Door_01"; axis="Door_01_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_02_Rotation { type="rotation"; source="user"; selection="Door_02"; axis="Door_02_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_03_Rotation { type="rotation"; source="user"; selection="Door_03"; axis="Door_03_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_04_Rotation { type="rotation"; source="user"; selection="Door_04"; axis="Door_04_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_05_Rotation { type="rotation"; source="user"; selection="Door_05"; axis="Door_05_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -105"; }; class Door_06_Rotation { type="rotation"; source="user"; selection="Door_06"; axis="Door_06_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 105"; }; class Door_07_Rotation { type="rotation"; source="user"; selection="Door_07"; axis="Door_07_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_08_Rotation { type="rotation"; source="user"; selection="Door_08"; axis="Door_08_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Glass_1_Hide { type="hide"; source="Glass_1_Source"; selection="Glass_1_Hide"; minValue=0; maxValue=1; hideValue=0.99999; }; class Glass_1_Unhide: Glass_1_Hide { selection="Glass_1_unhide"; hideValue=0; unhideValue=0.99999; }; }; }; }; config_macros_glass.hpp #define DOOR_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1ND"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2ND"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3ND"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4ND"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5ND"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6ND"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7ND"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SD"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SD"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SD"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SD"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SD"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SD"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SD"; \ }; \ }; \ }; #define BIG_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NB"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NB"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NB"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NB"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NB"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NB"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NB"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SB"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SB"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SB"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SB"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SB"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SB"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SB"; \ }; \ }; \ }; #define NORMAL_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NN"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NN"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NN"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NN"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NN"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NN"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NN"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SN"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SN"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SN"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SN"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SN"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SN"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SN"; \ }; \ }; \ }; Im sure that those configs aren't right (the macros is just copied from the ARMA samples. If anyone could show me how to A - remove the need for macros and have it done inside the config.cpp and B how to get it working, or link me a guide I will be very grateful I would like to also note at the moment only one window is in the p3d I have the visual lod defined as Glass_1_Hide and Glass_1_Unhide, the GEO lod has just Glass_1_Hide (as well as physX) There is no memory lod for it (that ive put anyway) and the hitpoints are Glass_1 there is only 4 vertices in each corner(between each two vertices in top right, left ect)
  19. Image pretty much says it all - Tried running as admin - Tried Reinstalling
  20. Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
  21. USSOCOM is now recruiting! About Us When USSOCOM was first created, we held a top 10 spot in most views in the ArmA 3 squad pages area, We had 150+ members, Multiple servers and operations each week run at different times for those who were in school, work, timezones and the like. The leadership has not changed as we are some of the most experienced and mature in the milsim world. We avoid drama, constantly admin our TS, Forum and servers to get rid of those who would troll our members. What We Offer Dedicated Server Team Speak 3 Forum Multiple Missions Public Operations Member Only Operations Weekly training Weekly Operations* Experienced Members Positions Open 75th Ranger Regiment 11B - Infantry 68W - Medic (ACE Mod) 25C - Radio Specialist (Task Force Radio) 160th Special Operations Aviation Regiment 15P - Pilot 15T - Crew Chief Non-Combat MOS's 79R - Recruiter 31B - Military Police (MP) 42A - Human Resources Specialist 18K - Special Operations Instructor 35L - Counter Intelligence Training Training will be provided to you by instructors who have met the minimum requirements to teach that course. We will never give you inexperienced instructors who have not gone through the course themselves. Below is a list of training that will be provided to you, depending on the MOS you have chosen. Warrior Leadership Course (WLC) Combat Medic Course (CMC) Advanced Leadership Development & Assessment Course (ALDAC) Requirements To Apply Working Microphone Team Speak 3 APEX DLC Be active Be dedicated Be at least 16 years of age Be mature Our requirements are simple. In the past, we used to have an age limit. We feel as if we might have kept great, mature young men and women from joining because of their age. This time, we are taking a different approach and measuring you from your maturity level. Our rules are common sense. Treat others the way you want to be treated and you will do great things here. Contact Information Website: http://www.ussocomarma.com Team Speak: http://ts3server://ts3.ussocomarma.com:9987 (Click to connect) Forum: http://www.ussocomarma.com/forum
  22. To provide a more in-depth perspective on development, Bohemia Interactive deployed a two-part series of developer diaries about the upcoming Arma 3 Marksmen DLC. Exploring the new weapons and supporting platform features, in the first . Arma 3's Creative Director Jay Crowe, Project Lead Joris-Jan van ’t Land, and Encoding Lead Petr Kolar discuss the vision behind the Marksmen DLC, its development process, and the contribution it makes to the Arma 3 sandbox. The second developer diary, which we released today, takes a closer look at the new showcase scenarios, training courses and firing drills, Virtual Garage, the new End Game multiplayer mode, and some of the experimental multiplayer systems. More info can be found on the Arma 3 website.
  23. Arma 4 is still some years away, but that means that development of Arma 4 could begin at literally any time, if it hasn't begun already. Thus, I put forward to the community this question: do you want to see the next Arma game continue to use the Real Virtuality engine? Or do you want to see BIS make a change that has yet to happen in fifteen years, and move to a new, better engine? Personally (warning, rant): I am sick and tired of the RV engine, and all the shit it entails. You heard about the upcoming vehicle-in-vehicle transport feature, I assume? Guess what, we won't be able to actually drive vehicles up a ramp into another vehicle, thanks to, hey-ho, engine limits. However, the limits are only half of what I hate; in fact, what I hate most about the RV engine is the horrendously poor quality of its animations. Arma 3, literally, has the worst animations of a top dollar game and a standard of its genre. Then, of course, you have the lack of detail that's gone into weapons and vehicles. Arma 3 is the definition of quantity over quality, and even then they fail in proper quantity. What really pisses me off, though, is that BIS markets Arma 3 like its animations, visuals, and so on are of Battlefield quality. Hearing Jay Crowe talk about Arma 3 like it's this super smooth, super refined platform when in fact it's a clunky clusterfuck saved only - ONLY - by the modding community and all those mods that bring high quality content and features. Imagine, for a moment, Arma 3 without mods. Yeah. I just watched the Apex trailer (I am buying Apex, by the way), and surprise surprise, BIS makes out Arma 3 as it's not; having gorgeous visuals and 100 FPS, flawless texture and model quality, and best of all, seamlessly smooth and real-looking animations. COME ON! You can fool those who've never played, but you can't fool us! Case in point, I love Arma, but I've been ready for a new engine for a very long time, and Arma 4 seems like the perfect platform for BIS to engine change. I don't care if we have to wait another five years, I want to see a new engine in a new Arma game.
  24. Both my Arma 2 OA and Arma 3 games don't work at all anymore, with or without mods. I don't understand why but it's not anything simple, something to do with my computer I think. Bohemia support was less helpful than expected and I didn't even expect them to help. So when I start either Arma 2 OA or Arma 3, it gives a pop up error. I can't screenshot it but it looks like this TrackIR Enhanced interface activation: arma3.exe - Application Error The exception unknown software exception (0x0eedfade) occurred in the application at location 0x000000000752CDAE8. Then I click OK and I get the crash report with Exit Code: 0xC000041D - STATUS_FATAL_USER_CALLBACK_EXCEPTION If you can help me in any way please do, i'm pretty stuck. Thanks I can't find where to attach a crash report and it won't let me copy and paste it so if you need more information then let me know.
  25. Hello community! I need some help. I have been trying to get an arma 3 model into the object builder to be exact if it matters it's the ia_soldier_01.p3d file. As soon as I press open in the object builder and select the file it crashes! No message nothing! It just crashes! Any help is appreciated!
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