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Found 680 results

  1. Hello, i have the problem that I lose connection to every server after 5-30 minutes. I then get the message "no message received for ... seconds" and after that "lost connection to host". I already tried to reinstall the game, restart my router, turn off firewall and antivirus and reinstall battleye manually. Now I'm out of ideas. Would be great if someone finds a solution or has a tipp. It makes the game unplayable for me.
  2. Ok...so I've been playing Arma3 about two weeks, have 1 Unit I created and one other Unit that I joined in the first week. Now the "MY UNITS"" section of the Arma3 Launcher has been showing "Arma 3 Units data acquisition failed". The Unit I created still is appearing in game but I am without a way to change my Unit due to this error blocking the Launcher section. Is this error related to user side of server side?? (I've logged-on to everything and opening Steam as an Admin.)
  3. Hi everyone, Yesterday I was talking to a friend of mine and we agreed that the Arma 3 action menu ain't that great or more generally: the way us, players, interact with the environment isn't that great, let's be honest. So I started to think about a way to improve the default interaction system and I decided to make my own. Later on that day, I came up with a little something that I decided to share a preview with you, the Arma 3 community. Let's have a look, shall we! Version #1 Version #2 - Houses Let me guys know what you think. Thank you.
  4. Hello. i am trying to follow tutorials on how to set a trigger with repair,refuel and rearm but i can't get it to work. my spawn area is on USS freedom. i can't put a helipad on the ship.
  5. it says addon 'A3_data_f_loadorder' requires addon 'A3_missions_f' then crashes my game it did this before with different addons what do i do can someone help? should i reinstall? also its for my mods.
  6. I'm probably just stupid but I play on linux and the game always starts directly from steam without opening the launcher. How can I open the Lauchner?
  7. Hello guys ^^ My Idea is to create an Arma 3 Team-Deathmatch Server like the old Academy TDM server. I would create many features myself that it is also a unique server. Please vote in the poll what you think. Thank you all ^^ Have a nice day ^^
  8. Hello, I have an appeal to the admin. I have a big problem, I ask you to help. I'm a big Arma fan, I started with your first game: Arma Mobile Ops, Arma: Armed Assault, ARMA: Queen's Gambit, ArmA II, Arma 2: Reinforcements, Arma 3 + DLC, dayz Computer + Dayz Xbox One. I have a MAC, the game works very well, well, I have a problem that the Mod of a certain genre does not work, I tried to delete the game and download it back, well, the mods are not downloaded, as I understand it, after a new update, they should be downloaded automatically. I tried to enable mods manually using the Steam script, well, everything just does not work, I can not find a solution to the problem. Google translate.
  9. Screenshots of what is happening: https://imgur.com/gallery/Cu1YUHX I cannot figure out how to get regular units to appear in the Respawn > Loadouts tab of the Zeus menu, on community maps. They appear just fine on Bohemia's default Zeus missions, but on any Zeus mission made by myself or the community the loadout screen stays blank. This is very annoying when wanting to play scenarios in Total Conversion mods, where I'd like my players to be able to respawn as various units from the mod's available roster. (Space Marines in There Is Only War, Stormtroopers in SW: Opposition, etc). Any help would be greatly appreciated.
  10. Projets Edaly

    Libertad

    NTRODUCING LIBERTAD An ArmA III Modification Libertad is a large-scale mod made to benefit both the players and modders. Including hundreds of assets, a unique map as well as a campaign, we believe it will bring some fresh air to your gaming and creation sessions. While we are very excited to tell you more about the project, we are not yet ready to tell you more about the campaign. This mod will take you to the Caribbean and introduce you to a new island full of life but also torn by the emerging revolution. This is Libertad. A brand new map Isla Nueva is a tropical island of 80km² next to Cuba and located in the Caribbean. Both sumptuous and dangerous, it is a small island often considered as Cuba's little sister. Isla Nueva was discovered in the 16th century by a group of pirates. It quickly became known as a safe haven for ships seeking to avoid the law. Discover this unique environment composed of 3 cities, several villages, a jungle and secret places. Predators/Prey Guerrillas, soldiers and other civilians are not the only inhabitants of Isla Nueva. Pigs, horses, cows, crocodiles, birds and crabs coexist in the different biomes of the island. While some are peaceful, others are aggressive and will not hesitate to attack you if you venture too far into their territory. = Horse Explore the island of on foot, by car or... on horseback! It will allow you to move quickly even in the most difficult places of access. Walking, trotting, galloping, jumping or swimming allow the animal to move as naturally as any character. Over 500 unique objects Libertad contains hundreds of assets including 30 enterable buildings, more than 100 items and furnitures such as: phones, radios, tables, chairs, sofa, various consumables but also weapons, vehicles, clothes, accessories and unique faces. But also… - Placable modules via ED3N - Scripting functions - New character animations. The release of the mod as an All-In-One pack is planned for early 2022. We will provide modders, mission creators and servers with small themed mods that will allow you to take full advantage of the features presented. We are very happy to finally share these details with you and hope you like what we have in store for you. Feel free to chat with us on Discord. See you soon! - Projets Edaly Discord: https://discord.com/invite/SUCBQk3 Twitter: https://twitter.com/edalyfr
  11. Hello guys, I've tried the new Modded Keybinding, but it's not working for me. Even if using the examples: https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding WHAT HAPPENS: in the keybinding settings there will be a new category "Mods" with three entries: "Camera" "Editor Camera" "Mod Section" (the one created by the example) but the keybind option "My test action" (Mod_MyActionName ) will be under "Editor Camera". The created entry "Mod Section" is empty Everything else working fine. You can set the keybind and scripts are executed. Any idea what I'm missing, to push the created entry into "Mod Section"? EDIT: The "Camera" and "Editor Camera" settings are default settings. They just appear under "MODS" after adding the custom keybind. The default settings for "Editor Camera" are all gone and replaced by the custom keybind (Mod_MyActionName). Thanks for throwing your brain cells into it 🙂
  12. If you are looking for a good feeling server, please don't hesitate to configure mods and join the [TCF] wasteland server on A3. Underrated gameplay with no limits and full tactics and combat freedom with missions, loot crates, a lot of vehicles and gear. Good starting server for a new players to learn and feel full potential of ArmA3 gameplay. Server made by FANS for FANS! Steam Group https://steamcommunity.com/groups/tcfwasteland Discord https://discord.gg/G6f3UHcb2F Required Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572205181 Supported Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572210741
  13. Trying to add sensors to this tank and make them available for the crew to see. In addition trying to get RCS targeting to work. Would really appreciate some help with this. Thanks class Turrets; class MainTurret; class Components; //Sensor Template classes class SensorTemplatePassiveRadar; class SensorTemplateAntiRadiation; class SensorTemplateActiveRadar; class SensorTemplateIR; class SensorTemplateVisual; class SensorTemplateMan; class SensorTemplateLaser; class SensorTemplateNV; class SensorTemplateDataLink; class VehicleSystemsTemplateLeftDriver; class VehicleSystemsTemplateRightDriver; class VehicleSystemsTemplateLeftCommander; class VehicleSystemsTemplateRightCommander; class VehicleSystemsTemplateLeftGunner; class VehicleSystemsTemplateRightGunner; class cfgvehicles { class Burnes_FV4034_01; class Burnes_FV4034_02; class Atlas_FV4040_01 : Burnes_FV4034_01 { //woodland displayName = "FV4040 Challenger 2 Mk3 (W)"; faction = "BLU_F"; idleRPM = 1300; maxSpeed = 60; peakTorque = 4126; enginePower = 910; driverCanSee = 2+8+16; gunnerCanSee = 31; commanderCanSee = 31; incomingMissileDetectionSystem = 8; class Turrets : Turrets { class MainTurret : MainTurret { magazines[] = {"UAS_140mm_XM964_10Rnd","UAS_140mm_XM964_10Rnd", "UAS_140mm_XM964_10Rnd", "UAS_140mm_DM171_10Rnd", "UAS_140mm_XM965_10Rnd", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240"}; weapons[] = {"CHAL2_140mm", "CHAL_COAX_M240"}; }; }; class Components : Components { class DriverDisplayManagerComponentLeft : VehicleSystemsTemplateLeftDriver { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class DriverDisplayManagerComponentRight : DriverDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class GunnerDisplayManagerComponentLeft : VehicleSystemsTemplateLeftGunner { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class GunnerDisplayManagerComponentRight : GunnerDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class CommanderDisplayManagerComponentLeft : VehicleSystemsTemplateLeftCommander { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class CommanderDisplayManagerComponentRight : CommanderDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class SensorsManagerComponent { class Components { class DataLinkComponent : SensorTemplateDataLink {}; class CommanderIRSensorComponent : SensorTemplateIR { class GroundTarget { minRange = 50; maxRange = 3300; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 60; angleRangeVertical = 55; typeRecognitionDistance = 1900; animDirection = "CommanderOptics"; allowsMarking= 1 }; class GunnerIRSensorComponent : SensorTemplateIR { class GroundTarget { minRange = 50; maxRange = 3500; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 40; angleRangeVertical = 55; typeRecognitionDistance = 2100; animDirection = "MainTurret"; allowsMarking= 1 }; class VisualSensorComponent : SensorTemplateVisual { class GroundTarget { minRange = 0; maxRange = 2200; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 300; angleRangeVertical = 35; typeRecognitionDistance = 500; allowsMarking= 1 }; class NVSensorComponent : SensorTemplateNV { class GroundTarget { minRange = 0; maxRange = 1800; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 300; angleRangeVertical = 35; typeRecognitionDistance = 350; allowsMarking= 1 }; class PassiveRadarSensorComponent : SensorTemplatePassiveRadar { class GroundTarget { minRange = 0; maxRange = 2200; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 360; angleRangeVertical = 40; typeRecognitionDistance = 900; allowsMarking= 1 }; }; }; }; };
  14. Hello I have a dedicated server for arma 3 running on my home server. So far it works great. Until I need skins for my savegame. The skins are all available and correctly written and in the folder in which the missions.sqm is also. So in the pbo file. Nevertheless, the server tells me the skins are missing, what do I do?
  15. I have just created a pretty large airbase, I started placing grass cutters and it's lowering frames by 5-10, can I remove these and still keep the grass removed? Thanks.
  16. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  17. I am trying to make a repeating script that spawns a cargo box randomly on the map (within my trigger area). The cargo box spawns with an "holdAction" attached and a map marker to show the location the cargo box has spawned at. Once the "holdAction" has been completed, the cargo box is removed, "CuratorPoints" are added to the side that secured the box and the map marker is also removed. My current script can spawn the cargo box, with the map marker, at the start of the game. However, I am unsure how to repeat the trigger, or have the cargo box removed once the "holdAction" has been completed. Later on, I would like it to be like a proper airdrop, but currently, I'd just like it just to actually appear on the map. Please help!
  18. In my Zeus vs Guerilla Zeus game, there are three BLUFOR Curators vs one Independent Curator. The Independent Curator wins when all of the BLUFOR Curators have died. However, the games can last quite a long time, and it can be quite boring for the dead BLUFOR Curators to sit out for the rest of the game. What I have decided is that once a BLUFOR Curator is killed, he respawns and is forced to play just in Curator mode. He is now unable to spawn more units and is only able to command BLUFOR units already on the map or control said units. I have written a short "onPlayerRespawn.sqf" script to do this (however, it is untested because I am currently at work). Wondering if anyone has any advice on a better way of doing this! Also, I have a problem now with ending the game due to the BLUFOR Curators respawning. Before, I had it so that the game ended and Independent won when all BLUFOR players were dead, which obviously won't work now! Edit: Ok, so I just got back from work and tested my script. It does work, provided that in my "description.ext" I have specified "respawnOnStart = -1;". What I am wondering is how I would then make Independent win when all BLUFOR Curators have died (now that they can respawn). Before, I had a trigger: Obviously, this will no longer work ^^
  19. Currently attempting to make a multiplayer friendly Zeus zone restrictions script. Basically, around my map, I need a kill zone that kills all units, players, or units editable by the curator, that leave the playable map area (enter the kill zone) after a ten second delay. I also need it so that if a player unit leaves the zone, they get a warning message too. I am using the "ModuleCoverMap" to show the playable area. Around the edges of the playable map area I have four triggers that start the kill script for the player/Curator editable AI. Above is a very basic (semi) working zone restriction script. Currently, if a single unit enters the trigger, the script starts running, the problem is, if another unit enters two seconds later, they only have eight seconds to leave the restriction zone, rather than the ten seconds they are supposed to have (they should be killed later than the first unit, but the two units die at the same time). Also, I am unsure how the titleText function works for clients. It says on Biki that the titleText is a local effect, however, I am wondering if there is a better function for showing a warning message.
  20. I have a problem, where only in Armia 3 I had 120 hz monitor graphics card 2070 rtx The problem is that the game looks normal when I want to move suddenly the gamma jumps and there is a streak of such white something behind the characters, it can be seen in the recording than in the photos but I can't upload the video here could anyone help? I realy dont know what to do. I am also sending a photo of 2 normal soldiers where I did not move and I took the photo. Other photos 2 with these problem are down on post.
  21. I have 6 potential FIA Weapon Caches scattered around the map. (3 normal weapon caches, 3 special weapon caches). At the start of the mission, I would like all except for 1 from each weapon cache type to be deleted from the map, so I am only left with 2 weapon caches on the map. (Each weapon cache has a local map icon that shows the BLUFOR player where the weapon cache is located, which needs to be deleted as well). My current script, located in my "initServer.sqf". This doesn't seem to do anything (no error message or anything) on mission start and I am not sure why. Please help!
  22. I have a trigger that adds all OPFOR units to the OPFOR Curator (basically reinforcements) when the units enter an area. However, I already have some units in the area that I don't want automatically added to the OPFOR Curator. I have them all grouped in the "MissionLayerEntities" called CampZeloran_Units, however, I am not sure how to tell the computer to check if the unit is in the "getMissionLayerEntities". Please help!
  23. How would I turn this short script global. Basically, I need these mines, when placed by any Curator on the map, to lose the ability to be edited by the Curator who placed it. Currently, I have this short piece of code located in my "initPlayerLocal.sqf", however, when I test my multiplayer map using the "arma3server_x64.exe", it doesn't remove the ability for me to edit the mines after they are placed. Please help!
  24. I have some boxes (Weapon's Cache) scattered across my map. They can be "retrieved" by any BLUFOR player (BLUFOR player has to use the hold action), which removes the box, adds CuratorPoints to all BLUFOR Curators and removes the question mark from the map (where the box is located). They can also be "destroyed" by any Independent unit (Independent player and AI has to use the hold action), which removes the box and removes the question mark from the map (stopping the BLUFOR Curators from gaining CuratorPoints). I currently have this in the init of all the boxes scattered across the map. When used by any player, the trigger just removes the question mark from the map and nothing else. I think I need to use remoteExec for the deleteVehicle part and the addCuratorPoints, but I do not know how to use that function. Please help!
  25. "Courage, Mateship and Honour" ACOM is an ArmA 3 Military simulation unit which in its 5 years has always aimed to produce not only realistic training, deployments and atmosphere but also a welcoming and enjoyable community. While doing so, we also do our best to make sure that all members feel comfortable, safe and accounted for. If you are interested in taking up arms with your fellow larrikin Aussies, within an organised militaristic unit and also a chance to make new friends then ACOM is for you. We also accept people outside of the Oceanic region as long as you cater to our start and finish times. People under 15 who wish to sign up will be reviewed by our HQ Staff. Advanced Individual Trainings: (AIT) -------------------------Infantry------------------------- Auto Riflemen/Machine Gunner Missile Specialist Combat First Responder Combat Engineer Marksman Mortarman -------------------------Aviation------------------------- JTAC MERT (Avn Only) Pilot Weekly Schedule Scheduled Deployment Days: Friday: 6:30pm AEST* Saturday: 6:30pm AEST* Scheduled Basic Combat Trainings Days: Tuesday: 7:00pm AEST* Thursday: 7:00 PM AEST* *Time are subject to changes during daylight savings in 2nd half of the year You can even find our more information on our discord @ https://discord.gg/NZW5UkaUCw in our FAQ channel. Otherwise if you would like to get started you're more than welcome to come on our TeamSpeak 3 server (ts.acomilsim.com) and ask questions as well as get to know the current members. Some of the mods we use: Advanced Combat Environment 3 Red Hammer Studios JSRS Soundmod VSM Advanced Combat Radio Environment 2 cTab ALiVE and many more!
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