Jump to content

Search the Community

Showing results for tags 'ARMA3'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 362 results

  1. Hi, I would like to make the tank mentioned above more durable against rounds fired from the other tanks, for example the T100. Is there any way to do it? Are there any scripts reducing the damage of shells fired from T100 or other tanks? Does anybody know some scripts increasing MBT 52 health/armour?
  2. Hi Everyone, Been playing around with the CfgORBAT, modules and structures for the past few weeks as I love the concept. I've introduced it to a multiplayer server as a way of keeping tabs on the whereabouts of other squads and knowing where they fall in the mission's hierarchy. I know linking the module to a playable unit allows the ORBAT marker to follow them, however, in a multiplayer environment the module initialises before the players join and just sit there being static. I've tried tieing the modules to a trigger, that initialises when the player characters are "alive", or on a radio option so they're defiantly in the server when the module initialises, but no dice. The current only functional workaround I have is having AI with their "MOVE" disabled spawning in place when the mission begins, and when players join, they take the AI slots. That gives the module something to adhere to at least. If anyone has any suggestions or knows how to have the modules bind to players when they join, it'd be appreciated. Cheers, Val.
  3. Everything works with unitCapture but not with weapons. When I copy the weapon fire data the output is always [] but movement works just fine. What did I do wrong? My scripts: _Player1move = ; Player1dothings = [player1, _Player1move] spawn BIS_fnc_UnitPlay; [player1] spawn BIS_fnc_UnitPlayFiring; Trigger script: [player1, 600, 60, true, 10] spawn BIS_fnc_UnitCapture; Thanks for any help
  4. So like when I enter a trigger I want that the AI that is sitting in a artillery raise the barrel by some degrees and then shoot. If anyone knows another way make a AI shoot with a artillery on a target from like 200m please tell me. Why do I need this? I am trying to make a mission with a BM-21 artillery and I want it to shoot at a target inside of the minimum shooting range like 100m away or something like that. I can use doArtilleryFire but it will only work if the target is above the minimum shooting range
  5. DeluxTitan M.D.F

    [A3][UK/EU] The MDF

    The MDF UK Timezone https://mdfpmc.weebly.com/about.html Hey guys, I am from a serious to semi-serious UK based PMC unit. but we have members all over the globe. If you are new to the game or an experienced pro we would love to take you in.If you would like anymore info send me a mesage and I can add you to our discord. Till then LCpl. Aaron Grey
  6. Hello, My name is Francisco, I have a problem with ARMA III, I have been playing it for a while and now it doesn't come when I click on "PLAY". Show error "0xC0000005 - ACCESS_VIOLATION" and i don't know what it mean. I wish I could get help to solve this problem. Why does this error appear when I click in "PLAY"?
  7. Hi, How can i use 'removeAllWeapons player' in remoteexec? or 'deletevehicle vehicle player' with remoteexec? i know the basics about remoteexec and can create some hints,playsound,... with it but i dont know how to do it with those 2? thx for your help!
  8. Iv had this problem for months when using the ORBAT. I keep getting the same error when i try to run the game with the exported faction in the add on section, its extremely frustrating as these factions take nearly 3 days to create, iv had to delete them then remake them multiple times. Could someone please help me as i want to make a RMC faction, RAF, RAF regiment RN and so on. Asked this question on the ALIVE forum months ago and no one has replied , posted it on reddit and no one replied either, I even uninstalled and reinstalled ARMA twice hopefully someone here could help me out or redo it for me. (sorry for the crap quality) sorry for sounding so petty. Let me know if i should send you the folder or config etc https://ibb.co/0BG6Lcc https://ibb.co/rpSWxFn
  9. Hi, i wanted to ask wich Mods are used on the right guy. I asked the maker of the picture but didnt get any answer... Maybe someone can help me, cuz i love the backpack and would like to use it! Thanks already for the help.
  10. Sosse_HD

    Arma 4 a look to the future

    Hallo dear People, i have a question. The new Engine was tested on DayZ and it was succesfull! and pretty good. Will the Arma team make Arma4 with the new Engine so its better lag free and even more fun? because it would be very cool if they make an Arma4 because Arma3 was realesed 2013 and 7 years later not Arma 4 maybe its even capable with steam VR?
  11. Morning All, Been looking into mission building with the Warlords modules recently, but am having trouble actually getting the AI to spawn and assist with the points. Going by what I can see, the gamemode revolves around taking point against either players, or an AI opponent. In this sense it is Sector Control with a few extra shiny's attached. However, I would like AI to ambiently spawn from either side and assist with taking the points, separate to the requisition menu. I have tried using the Spawn AI modules that came along with the Helicopters DLC for Sector Control but they just spawn and stand there, without any AI direction to dynamically take the points. Is there a module I am missing in relation to this, or is Warlords not able to also have AI spawning alongside the players and requisitioned troops? Cheers -Val
  12. Hey guys, I've created a faction here, https://steamcommunity.com/sharedfiles/filedetails/?id=2023072593, but the BDRM and most vehicles have no gunner. I've check the config files and it has the Main turret crewed, but it does not have a gunner turret. IDK if that's how its suppose to look or.. if you check the faction, all the vehicles that are suppose to have gunner seats do not. Please help, Thanks.
  13. I got following problem: I finally got my new computer setup und freshly installed arma3 after 5 years without any video games, but Arma3 just wont start. When i click on "Play" in the lower left corner of the arma launcher it seems to start the game but it gets stuck "initializing addons" while loading and then gives me following information: 0xC0000005 - STATUS_ACCESS_VIOLATION Details are: but i startet it without any mods and dlc's.. I didnt really found any helpfull support on that, this may be the result of my poor englisch skills so please be nice to me. Thanks for your help.
  14. hello forum, I have been having such a hard time playing ARMA since i have installed it on my newly built computer. Only problem is that while playing ARMA III if I move my map too fast, or something big happens in game, OR around the 30 minute run time mark my game will- stop working, my monitor will lose signal and I will need to manually reset the PC. this issue happens both with and without mods. I have tried adjusting my video settings back but that did nothing, this crashing recently happened while I was playing RDR2 also. SPECS: Ryzen 5 3600x Radeon RX5700 XT G.SKILL ripjawsV D4 3600 2x8GB asus TUF gaming x570 recently I deleted and re installed the game and my mods and it ran flawlessly until the next day the same crashing issue came back. when i view the game in my task manager it uses maximum 59% of the memory. any help or guidance would be so much appreciated. thank you for your time. -Coop
  15. Hi V.5 Altis Life - Ported to the Australia map. I have ported to the Australia map i have it running on my PC through TADST for testing. Everything runs fine. I have transfered the mission.pbo (AU_Remastered_AU.australia) and the Life_server.Pbo to the server. Added all the keys to the server key folder. Mod setup on the server as follows - @extDB3;@JSRS SOUNDMOD;@life_server;@Australia 5.0.9;@D3S Cars pack;@CUP Weapons;@CBA_A3;@ace;@CUP ACE3 Compatibility Addon - Weapons; The game loads - but it just stays on a black screen. looking at the logs it does not seem to be loading the required mods - I have added a custom difficulty (see file below) I have changed the config file to - Any guidance would be greatly appreciated. Thanks
  16. Hello, I've been thinking about a possible MOD for Arma 3 that could really produce some butt-clenching, heart pounding, gameplay moments. It's heavily inspired on the Battle Royale mod which is dying out sadly, and there's some MMO elements in them too. Anyways, I've made a small presentation that explains the idea better: https://docs.google.com/presentation/d/1LYfntb3MyRWQUp3Eyju9cyEopTPzSF_dRzpS99TxcvE/edit?usp=sharing I'm no developer, my goal with this post is to just 'test the water' and see if there is some interest in a game mod like this. Secondly if someone can enlighten me on how much work creating a minimal viable prototype of this MOD would take, or point me in the general direction of someone that can help me get this going, that would also be greatly appreciated. Thank you! best regards
  17. I been making my own units to save the hassle of copy and pasting each gear INT for each soldier, and with 8 units to do it gets troublesome. I created new units successfully using the ALIVE Orbat but the faces and voices keep changing for each unit every time I place them in the editor. I saw that Miller from story has a set face and voice and was wondering how to copy this to my custom units I created. Apologies if this has been already answered, I just linked my steam and this is the first time I am using Bohemia Forums.
  18. Hi, i want to change the armor of a ifrit... especially the window of the vehicle so if found this https://community.bistudio.com/wiki/CfgVehicles_Config_Reference but i dont know where i have to put this in: // for vehicles general armorStructural= 1; // ranges between 1 and 4.0, default 1 armorFuel = 1.4; // default armorGlass = 0.5; // default armorLights = 0.4; // default 0.4 in all models. armorWheels = 0.05; // default // for tanks armorHull = 1; armorTurret = 0.8; armorGun = 0.6; armorEngine = 0.8; armorTracks = 0.6; // for men armorHead = 0.7; armorHands = 0.5; armorLegs = 0.5; // helicopters armorHull = 0.5; armorEngine = 0.6; armorAvionics = 1.4; armorVRotor = 0.5; armorHRotor = 0.7; armorMissiles = 1.6; armorGlass = 0.5; ??? Thx for your anwers
  19. Update 14-04-2020: today we have released the 1.98 update for Arma 3, which brings the Old Man scenario to the vanilla platform (loaded by default). We will soon be emptying the Steam Workshop item and leaving it as deprecated just for historical context. You are recommended to unsubscribe from the item already, or at least to not load it into the game. We also recommend starting a fresh play session, instead of continuing from any old save. There have been many improvements and fixes, often thanks to your feedback. Kudos to all of you for sharing your thoughts with us. We will of course still be reading this thread for potential improvements in the future 👴 Original post: Hi community! As you may have seen from our announcement, we have today published the Bohemia Incubator beta version of Arma 3 Apex: Old Man to Steam Workshop. We've taken a bit of a different approach due to the nature of this experimental singleplayer open-world scenario. Anyone on Arma 3's main branch can subscribe to the item for free, however you will need to own Arma 3 Apex, since the scenario takes places on Tanoa. During the coming weeks we will be eagerly reading your feedback and evaluating whether we can add Old Man to the vanilla platform in 2020. The data is distributed under the APL-SA license, so that community developers can explore and possibly extend it for their own creations. This also means we will not be using encrypted EBO files now or later. Note that some of the extra platform additions, such as the static M2 .50 MG, will quite likely be added in Arma 3 update 1.98 regardless. Check out the full announcement for all the details! How to play the scenario? Subscribe to the Workshop item. Wait for your Steam client to download and install the data. Start the Arma 3 official Launcher (using main branch). Visit the MODS tab. Load Arma 3 Apex: Old Man (Beta). Press PLAY to launch the game. In the game's main menu, go to SINGLEPLAYER > SCENARIOS. Select Old Man and press PLAY. Known issues? This beta version is still a work-in-progress, so please consider whether you want to jump in now or rather wait for a later version. When we inevitably update the scenario with fixes, older (mid-scenario) saves may no longer load. Unfortunately there is no way around this. Consider making a local back-up copy of the 'mod' files in order to finish a play-through (more details here) ⚠️ While we've set up the data for eventual later integration into the platform, note that some details may have to change. We don't recommend to base your own content or mods on specific class names or file paths yet for example. Most of Old Man is not yet localized, although we do have translations in progress. Various English texts may still see iterations. Where to share feedback? Here! Please use the spoiler widget when discussing plot points. You can post concrete issues with reproduction methods to Feedback Tracker. And the Workshop item itself also has several pinned discussions for various types of feedback. Thanks a lot for your input. Have fun!
  20. How can I turn off the operation and change the appearance of the vehicle in the ARMA3 editor. Let's say I have an F18 carrier in the editor, and I fold the wings, and I open the simple thing, and then I go into the game and the wings unfold. And when multiple f18s are put together (at a small distance), they bounce (or collide) when the computing function is turned on. As long as I change the look of the vehicle, I can't turn it off. Is there a way to fold the wing and ignore the impact volume?
  21. I just don't find anything that can do that. All I want is that when a ambulance drives into the trigger that it turns on the sirens and lights.
  22. Hi fellas, I've been scratching my head over these for a while now and not getting any closer to figuring out what's going on. I've tried the Discord a few times, but I think these questions may be a bit lengthy for that and haven't gotten any responses! Situation: finalising adding pylons and associated scripting for our modpack's helicopters, and these differ from vanilla helos in that: a) they may have both a pilot and gunner controlling pylon weapons simultaneously (rather than all pylons controlled by one or other), and b) who controls each particular pylon varies between different presets of the same vehicle. First issue: a "SAFE" weapon that we include as the first weapon for all vehicles vanishes ONLY IF the pylon loadout is altered in the mission editor. So, we have fairly standard SAFE weapon added as the initial weapon for both pilot and gunner. The weapon is defined with a magazine name that doesn't exist, and when we specify the magazines[] for the vehicle we just include nothing - so the players see a read "SAFE" weapon with no rounds that they have to swap off to actually fire anything. Having added pylons to the helicopters, these still work just fine upon loading into a mission. HOWEVER, if I alter the pylon loadout in the editor at all (via the vehicle's attributes pane, and simply swapping one ammo-type for another ammo-type for the same weapon for the pilot, for instance), then both the pilot and the gunner don't have the SAFE weapon show up any more - their initial weapon is the next in the list/first pylon, and cycling through all weapons reveal it's missing. Has anyone else experienced this, or have an idea what might be causing it? I've checked other mods out and they don't seem to encounter the issue, but I can't spot anything in their configs that reveals an obvious difference. The only workaround I can think of is to rip all weapons off on spawn and then re-add them as well as the static weapons/magazines as part of the init... but this is obviously not a great solution and also runs into the second issue. Second issue: I cannot find a reliable method via scripting to determine which seat controls which pylon station. As an example, if the vehicle's default loadout has the pilot controlling two wingtip stations and the gunner controlling two inboard stations, then if this is changed in the editor so that actually they've swapped so the pilot controls the inboard stations and the gunner the wingtip stations then I can't see any way to find this information out. As I'm trying to finalise the in-mission rearming GUI for pylons, this means that currently I have to try and guess who controls which pylon initially (to pre-set the ownership options on loading the GUI) and then store that in a custom variable after this to facilitate behaviour for the rest of the mission. It also means that I can't accurately workaround the first issue by removing and re-adding weapons/magazines due to not know the actual order to reattach them in to retain all the same animation/behaviour. It also means that the guessing function is a bloody awful nest of loops and array comparisons, with lots of checks to ensure the totals match after each step etc. Is anyone able to offer insight into either of these points? If more convenient, I'm available to chat via Discord or TS - just let me know ☺️
  23. I dont know a lot of making missions and wanted to know if there is a way to delete a variable with a trigger. I tried looking it up but I kinda didnt find anything useful and only found how to delete units. Also where can I look up all the expressions commands for triggers?
  24. Hi! I want to make 2 west respawn modules with one infantry group to respawn at each location. How do I tie 1 group to 1 respawn marker so that group will always respawn at that marker? Like module/marker: "respawn_west", "respawn_west_1" and group: "aiGroup", "aiGroup_1" Thanks!
  25. Hi, Need some help please. Everything was great, then I updated yesterday to Version 2.59.7.32 of PBO Project, now when I try and PBO anything I get the following message: <scanning files to pack> ................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................ </endscan> 'MakePbo.exe' is not recognized as an internal or external command, operable program or batch file. makepbo failed I have tried to re-install everything but still the same message comes up. I have the paid version of the Tools. ANy help would be great. Thank you in advance
×