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Found 470 results

  1. Arntje755

    Can my pc run Arma 3?

    Hello! I really want to buy Arma 3, but don't have a really good pc and I am wondering if my pc is able to run it. I would like to play multiplayer with a few mods. Specs: AMD Radeon(TM) RX460 Pixel Shader: 5.1 Vertex Shader: 5.1 Dedicated Video RAM: 2G CPU: Intel(R) Core(TM) i5-6402P CPU @ 2.80GHz Ram: 8GB OS: Windows 10 Space: 400GB+ Sound Card: AMD High Definition Audio Device Please, Let me know if It is worth buying Arma 3 with these specs, and if so how I should improve my performance.
  2. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Special Thanks : Asaayu FrankForsyth Where to play : www.esportsmasters.org Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] MAZED - [CTF] S-Curve - [CTF] Mini Hexenkessel - [CTF] Adagio (QA Testing) - [DM] Andersen Gunship (WIP) Maps to come : - [CTF] Scotch Valley - [CTF] PRiSONyARD (by SOD clan) - [CTF] Dead Mans Alley (by SOD clan) - [CTF] Head Fuck (by SOD clan) - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] Cashville - [CTF] Dead Zone - [CTF] Yukon - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [CTF] PARADISE - [TDM] Double Tower Sniper - [TDM] SniperZ - [CTF] Labyrinthe ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC version). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Flag tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. License : https://drive.google.com/file/d/1lQ_sMCqxYaTz7rWZyJ6rfiKpc2FVWe0i/view?usp=sharing Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive MAZED : WorkShop / Google Drive S-Curve : WorkShop / Google Drive Mini Hexenkessel : Workshop / Google Drive @FlashRangerArma
  3. I am attempting to animate a deck crew man with the "Acts_JetsMarshallingStraight_loop" animation. I am using the BIS_fnc_ambientAnim function. I place the following in the unit init field [deckhand, "Acts_JetsMarshallingStraight_loop","ASIS"] call BIS_fnc_ambientAnim; No issues with getting him to do the animations at mission start. However I would like to have the unit conduct the animation only when a helicopter is inbound and the distance from deck crew to helo1 is <50 meters. I also would want the deck crew to terminate the animation once the helo has landed (isTouchingGround). Here is what I currently have placed in a trigger "On Activation" field: [deckhand, "Acts_JetsMarshallingStraight_loop","ASIS"] call BIS_fnc_ambientAnim; waituntil {{isTouchingGround helo1}; this call BIS_fnc_ambientAnim__terminate}; The same trigger's "Condition" field has this: deckhand distance helo1 < 50; Unfortunately I am receiving an error when the trigger is activated and the deckhand does nothing. I am quite sure that I have designed the script wrong, but I can not seem to find my error. Thank You
  4. In a multiplayer survival mission I have going, I am trying to prevent my re-spawning players from simply walking up to their own bodies and looting their weapons and ammo -but- I don't want to disable looting altogether because I need them to be able to loot the enemy (OPFOR/Indep) during the course of the mission. So I tried this in an antiloot.sqf: and called it via the init.sqf....but it didn't seem to work. I'm not the best with using scripts so if someone knows what I am doing wrong or has an alternative code for preventing friendly looting i'd be delighted with any help I can get. Cheers
  5. ❗️🔍What and who we are Welcome, all to a new server and community thriving with content. FreeBeerGaming Custom Server has plenty of mods to keep you looting and on the move for more. Our server is Third person/First. Traders... will be added later. We welcome clan warfare. Our server has a party system so keep you and your team mate's in a group at all times, but don't feel left out for any reason we always are willing to talk to you and sort things out. feel free to use our public music channel for your entertainment. Our server has more then 100 vehicles around the map. Check Out Our First Video : https://www.youtube.com/watch?v=KI4ZV9Ldk90&feature=emb_title&ab_channel=FreeBeerGaming ❗️Information [WARNING ALL CONTENT CAN BE SUBJECT TO CHANGE !] THIS SERVER IS MODDED AND FOR ARMA 3 ALL SERVER IP'S NEEDED MODS WILL BE IN OUR COMMUNITY DISCORD : https://discord.gg/UjNYasD YOU CAN USE THE NORMAL ARMA 3 LAUNCHER OR YOU CAN CONNECT THOUGH : https://a3launcher.com/ THANKS FOR WATCHING! Arma 3 Server UPDATE_V_1.0.3 All Our Game Servers ip's Start with: [51.222.44.22] Arma 3 is: 51.222.44.22:2302 Mods Required to join is here https://drive.google.com/file/d/1SrejAgMKmF_UdkC9zWnDlwliKx92ANn-/view?usp=sharinghttps://drive.google.com/file/d/1SrejAgMKmF_UdkC9zWnDlwliKx92ANn-/view?usp=sharing Steps top install this file. 1. Download and save to a place on your pc where you will remember it. 2. Open Arma 3 launcher though steam. 3. Go to [More] "Import List of Mods From File" then steam will Download/load mods to load order for Arma 3 https://imgur.com/Hkp7lzQ
  6. Question So, I was wondering if it was possible to potentially make a custom text Heads Up Display that looks kind of like the Antistasi HUD. The Antistasi HUD includes things like Covertness, Balance of money, Following, etc... I was wondering how I would be able to do something like this with minimal effort involved. Possible Solutions I've tried using the titleText in order to display a variable from my "Variables.sqf" file, however; this isn't a good idea because I use the titleText for dialogue between the player and AI characters. <Variables.sqf> balance = 1200; <buildingtutorial.sqf> params ["_object", "_caller", "_actionId", "_args"]; _jeep = _args param [0]; _transporttruck = _args param [1]; ["TASK1", "SUCCEEDED"] call BIS_fnc_taskSetState; titleText[format["<t color='#00FF00'>Commander Petros</t>: Welcome to the new camp, newbie."], "PLAIN DOWN", -1, true, true]; sleep 5; titleText[format["<t color='#00FF00'>Commander Petros</t>: Go over to that workbench over there and build the vehicle depot, then come back to me and I'll purchase some vehicles for it."], "PLAIN DOWN", -1, true, true]; titleFadeOut 7; _object removeAction _actionId; _object addAction ["Buy Vehicles", "buyVehicle.sqf", [_jeep, _transporttruck]]; exit; I haven't actually found anything useful regarding a custom GUI or HUD in ArmA 3 quite yet so this would be really helpful. Thanks in advance for potential solution/help in the comments.
  7. 7thTrans SSGT Mendez

    [Recruiting] - Task Force 10

    Welcome to Task Force 10 Here we are trying to create a unique gaming experience for the individual people of our community. We offer a realistic milsim experience for both Arma 3 and DCS. Mission Statement: The Task Force 10 mission is to be on standby for rapid deployment around the globe in a moments notice. We operate in the CST Timezone, with serious intent for military missions, and require players to attend 1 operation every month for activity. REQUIREMENTS Age: 16+ Primary language: English Also must have a working microphone. Games: DCS open beta, Arma 3 (one or the other or both) DCS: Air frame: A-10c or A-10c II, and or Av-8b. (Future air frames): F/A-18, and or OH-58D Maps: TBD Communications: Team Speak, SRS. Talk To A Recruiter Today
  8. 27th Special Forces Group - 27th SFG is a milsim unit modeled after Army Special Forces. We currently operate 2 ODA Teams, ODA 271 "Achillies" and ODA 272 "Leonidas". We also have a fixed-wing squadron (74th Fighter Squadron) and a Rotary-wing detachment (160th Special Operations Aviation Regiment). We are fans of story based campaigns, which means all of our missions will have a backstory narrative that plays out throughout the entire mission set. We believe this adds to our operational immersion for members. We focus on having a fun environment for people to come and hang out. Our operations will consist of (but not limited to) unconventional warfare, direct action, special reconnaissance, counter terrorism, HVT extractions, and other high-risk operations. Our missions can progress from talking to the local populous to breaching a compound and extraction of an HVT. Training & Operation Schedule: Wednesdays at 9 PM EST: Team Training Exercises Fridays at 9 PM EST: Main Operational Deployment Saturdays at 9 PM EST: Main Operational Deployment Available MOS roles: *Note: All incoming recruits will start as 18X Special Forces Candidates. Once recruits complete advanced training, their respective 18 Series MOS will be assigned. 18B - Special Forces Weapons Sergeant 18C - Special Forces Engineer Sergeant 18D - Special Forces Medical Sergeant 18E - Special Forces Communications Sergeant 18F - Special Forces Intel Sergeant Aviation MOS roles: 153A Rotary Wing Aviator (Open) 11F3B Fighter Pilot (Open) How to Join: If you're interested in talking to us or joining our unit simply go to our Discord https://discord.gg/mezAyAJ Requirements For Joining: 16 years of age or older (No Exceptions) A legal copy of Arma 3 Working microphone A willingness to Download our mods No experience in ArmA or Milsim REQUIRED Anyone who wants to be part of fun and dynamic team can join
  9. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat. Purpose The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.
  10. so, the main problem contains in this code : TABLET_FNC_GETPLAYERSARRAY = { { if (isPlayer _x && alive _x) then { _index = lbAdd [14881, name _x]; _data = lbSetData [14881, _index, name _x]; //_index = lbAdd [14881, name _x]; //_data = lbSetData [14881, _index, name _x]; lbSetTooltip [14881, _index, name _x]; }; }forEach allUnits; while (true) do { _index = lbCurSel 14881; _target1 = lbdata [14881, _index]; sleep 0.1; }; }; MAIL_FNC_SENDLOCAL = { _message = ctrlText 14883; _text_admin_Err = format ["<t color='#F68617' >Ошибка блять сука не видит чела ебанного</t><br />"]; if (_target1 == "") exitWith {hint parseText (_text_admin_Err);}; //_target1 = missionNamespace getVariable ( _target1 ); _sender = player; _messagedisplay = parsetext format ["<t size='2' align ='center' color='#ffcc00'>Новое сообщение</t><br></br><br></br> <t size='1' align ='left' color='#00cc00'>Кому:</t><t align ='left'> Вам</t><br></br> <t size='1' align ='left' color='#00cc00'>От:</t> <t align ='left'> %1</t><br></br><br></br> <t size='1' align ='left' color='#00cc00'>Сообщение:</t><br></br> <t size='1' align ='left'>%2</t>", name player, _message]; lbAdd [14882, _message] call BIS_fnc_MP; ctrlSetText [14883, "Отправлено!"]; [_messagedisplay] remoteExec ["hint", _target1]; }; when I try to send msg to other players it's randomly sends to a random guy from GETPLAYERSARRAY_FUNC (or don't send it at all, idk why :< ) I want to make this code doing right - to send right message to the person, that I really select.
  11. Hello, We Want To Use Liberty Ship On Our Arma 3 Coop Server. But We Could Not Change The US Flag Of Liberty Ship In Multiplayer. Can You Help About This Topic?
  12. Who We Are 509th Parachute Infantry Regiment is an ArmA III milsim organization. You should expect a military rank system, chain of command, accountability, and professionalism. All of our members find deeper satisfaction and enjoyment out of replicating real-world tactics, techniques, and procedures. If you are interested in only passive group play, operating on your own, or just looking for something temporary, this is not the place for you. What We Offer A Milsim experience that differs from all others. The 509th PIR is built upon the dedication, hard work, and enthusiasm of dozens of members over the years. Senior leadership consists of real-world US Military Veterans. In short, we are adult-lead and experienced. We have MOS' available in: Infantry Combat Medic Armor Artillery Rotary Wing Aviation Fixed Wing Aviation Aviation, Rotary dedicated to close to action support, as well as Fixed wing on call and ready to assist at a moments notice. Full-time, persistent servers. In addition to our public server, we have private servers that are online 24/7. Training maps and Operational Servers are online for member use. Operations are conducted under the deployment concept. The 509th deploys to the area of operations and conducts multi-level operations until (if) the mission is completed. Front lines change, FOBs and COPs shift, the enemy reacts, and each operation is different from the last. Real-world applicable leadership training and project management. Mentored by actual Veterans and active duty military members, you will have the opportunity to test and grow your leadership capabilities. Just as leadership opportunities, you have the chance to be mentored through basic principles of project management. From pre-planning to risk assessments to testing and implementation, the skills you gain will help prepare you for whatever your real-world professional life requires. What You Can Expect - Immersion Persistent world, campaign operations with storylines, enemy and civilian personalities, and dynamic missions comprise the backbone of unit activity. The unit deploys with full Intelligence Preparation of the Battlespace (IPB) that outlines each section's Area of Operations. Platoons and support elements execute operations, plan contingency missions, and execute a wide variety of specific operations. What You Can Expect - Training Every new member completes two phases of training: Basic Combat Training, and Advanced Individual Training. Until you complete these requirements you are considered in the Training process. Operations: Every Saturday 4pm PST Trainings: Every Friday 4pm PST (or when needed) HOW TO JOIN Website: https://www.509pir.us/ Discord: https://discord.gg/NtPBrSt Teamspeak: TS.509PIR.US
  13. 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?
  14. I dug around with google search against site:https://forums.bohemia.net/ & had read the related wiki pages already ... but I am trying to clean up my server.cfg & the long list of changes my squad uses for mission parameters is pretty redundant. Is there anyway to share the mission parameter list between maps (I know sqf isn't really OO, but the underlying system for arma3 is)? I took a few stabs at various formats but not having much luck ... // // --- Mission file settings // class Missions { class Mission_1 { template = "Antistasi-WotP-2-3.Tanoa"; difficulty = "regular"; class Params { AntistasiJps001; }; }; class Mission_2 { template = "Antistasi-Altis-2-3.Altis"; difficulty = "regular"; class Params { AntistasiJps001; }; }; class Params { class AntistasiJps001 { loadsave = 1; gameMode = 1; autoSave = 1; autoSaveInterval = 3600; membership = 1; ... }; }; }; Thanks!
  15. Hi all I'm quite new with this kind of servers so I need some help with creating one. First, I have bought a VPS with 24GB of RAM (Ubuntu 64 bits 18.04) to host an Arma 3 dedicated server because the one that I use (which is not a VPS) runs out of RAM since we are about 60 people doing missions and stuff. The thing is that I need a panel or something that helps me with maps and mods, because they will be in constant change. I tried OGP (Open Game Panel) but it limits, for some reason, my RAM usage to 4GB only, and that is far from being enough. So... How do I create a server using a VPS? Are there some tools that can help me with that? Thanks in advance for your answers
  16. Hello everyone, and thank you for taking the time. I have returned to Arma 3 mission making and server hosting after a break, and have been really excited to get going. I know some ins and outs how to manage a server, and do some troubleshooting already, when it comes to mission making, scripts, and to find out problems with the server and the logs. However, this issue is not something that I have managed to resolve as of yet; There is some kind of desync issue with the server, sooner or later as I am hosting an operation, or another gamemode such as Escape, sooner or later at some point the server will start to desync strongly in periods .. like when AI is spawning or moving about. I have tried to run the missions without some scripts, to test if it fixes the desync but it hasn't .. so I was thinking maybe there is an issue in the mod list, somehow, or corrupted files in the server, or something to do with the server getting overloaded and too busy .. which has led me to read about Headless Clients, which is too complex for me. Current mod list during operations; Mod list during Escape (custom modded); Keep in mind we experience same desync issues, with both mod lists. Perhaps answers can be found in the log, I appreciate if anyone could take a look; This is the log from yesterday when we were playing Escape Tanoa (custom with mods).
  17. Hello Arma 3 Community, My problem is that I have "screen lags", which I had 1-2 weeks ago not. The game (the screen) then hangs for less than a second and is then fluid again. This repeats every 2-3 seconds like you see in the Video. The game is installed on an SSD. I have already reinstalled the game and checked for errors. Processor: Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz RAM: 15.92 GB RAM System: Windows 10 Graphics card: GeForce GTX 960 The Video: https://youtu.be/Oyy8dHLFdvo
  18. 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.
  19. Please use this thread to share your notes on the new Livonia terrain in Arma 3 Contact (accessible to those who own it). For concrete bug reports, the preferred reporting method is Feedback Tracker. Remember to include coordinates, screenshots, Splendid Camera exported settings, or simple reproduction scenarios where possible. General expansion feedback is discussed in this thread.
  20. 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
  21. 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
  22. 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
  23. 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"?
  24. 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!
  25. 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
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