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  1. What are we about? Evergreen is an Arma 3 group focusing on realistic near-future operations as seen from the perspective of a private military contractor. We strive to maintain an enjoyable balance between realism and fun in our operations, with roleplay strongly encouraged. What is Evergreen? Evergreen Technology and Defense is a private defense contractor headquartered in Columbus, Ohio and with branch offices in San Diego, CA and Charlotte, NC. A subsidiary of ETS Holdings, Evergreen provides security, intelligence, and research solutions for defense and other industry clients across the globe. Our goal is to provide a high return on investment by identifying, meeting, and exceeding our clients’ security, training, and consulting expectations. How we play We encourage roleplay within realistic contemporary and near-future operations from the point of view of a private military company , entering into a dark world of failed nation-states and wealthy special interest groups willing to do anything to see their goals achieved. Narratively, Evergreen employs professional and experienced operators from many Western nations and vetted former members of host/partner nations military and police forces. An expectation of professionalism is expected in your conduct as a part of Evergreen, but we do not throw rank or expect anyone to render courtesy based on assumed superiority. Evergreen uses an internally developed force structure in its Ground Combat Elements based around highly flexible ten-man formations known as Troops, comprised of two fireteams of Critical Skills Operators, overseen by a senior operator and an attached systems technician supporting the team by means of unmanned aerial systems equipped with precision munitions. Every Ground Combat Element is made up of three such Troops and led by an Element Lead and his Operational Advisor. We carry out our activities against AI-controlled hostile forces augmented by a Zeus game master. When we play Official operations will be conducted on the 1st and 3rd Saturday of every month from 19:45 to 22:00-22:30 CST. How to join If you are; - 17 or older - own a legal copy of Arma 3 APEX - Speak fluent English - have a functional headset/mic and TeamSpeak 3 - are available for at least one, preferably both, monthly official operations then contact us for next steps by email at: evergreenpmcgaming@gmail.com
  2. The Libertas Legion is coming close to it's 7 year mark. This small community provides members with a great open and adult environment for gaming and social activities, with members from all over the world and with a variety of games to boot. The LSLN operates under the cuntstitution which prevents admin abuse and restrictive rulings of which we have worked to develop over the years into the best form of it yet! We understand people want to just come on and have fun. Speech and social standings have no bearing on us, we do not boot people for 'social pettiness' everyone is an adult here so be yourself and bring out your humor, we do not babysit or support malingering. All we ask is that potential new members are prepared to get what they may dish out. If you are open to enjoying team based, open and social gaming, come check us out or apply. We are always recruiting. ---------------- REQUIREMENTS ---------------- - 18+ - Be able to take & dish out jokes - Erotically embrace unrestricted free speech & dark humour - Have access to Discord and a microphone - Have a Steam Account ------- FAQ ------- - Q Can I join just to play one game? - A Yes. But we encourage multigaming for the best experience. - Q I've been to similar clans, so what makes you guys different? - A Our community is made up of a variety of gamers and operates under our 'CUNTstitution' which is how we can maintain freedom with no one person or mod/admin taking charge of everything. Players are encouraged to connect with one another and kick start their own activities/sessions or join in on those already ongoing outside of our community events. - Q Do i need to be a skilled gamer to join? - A No. We are all equally worthless. - Q Is the LSLN a gender specific community? - A No. We have both male, female and Apache members. ---------- For more info or to join, come check us out at: [Click me!] https://www.libertaslegion.com [ARMA 3 SQUAD] https://units.arma3.com/unit/libertaslegion
  3. So, as the title states My unit is hosting its own server through GTX Gaming, and honestly I love it. Upon seeing almost every non-unit player getting turned away I investigated and found that if you use "Setup Mods and Join" it is activating mods from the "additional and Suggested" tab. Our unit has an HTML modlist file so no one inside was having an issue. I've double-checked, and triple-checked and never found these files even installed on the server. I cannot figure out how to remove them. Any help would be greatly appreciated. To sum it up, my question is, is there a way to edit the mods that appear in the Recommended/additional mods tab? PS. I've talked to GTX Gaming and they confirmed I do have my start.bat configured correctly.
  4. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  5. PMC Ukraine Mariupol v0.3 for ArmA 3. A very large realistic real world data terrain. Official PMC Ukraine Mariupol Homepage. Changelog PMC Ukraine Mariupol Changelog. Dev Diary PMC Ukraine Mariupol Dev Diary. Screenshots PMC Ukraine Mariupol Screenshots. Download from PMC Tactical ArmA 3 Downloads.
  6. Good day all, I've recently had an interest in sound modding for Arma 3, though after looking through a few examples and giving it my best go for a few hours I've decided that I am in a bit over my head and could use some community help. My knowledge base of Arma's coding language is beginner level at best so please assume that I have no idea what you're talking about before you start throwing pseudo code at me. What I'm trying to accomplish: I wanted to start out easy and make a simple mod that replaces the AR15 reloading sounds for RHSUSAF, as well as have the ability to expand on this concept as I learn. What I have so far: 1x Addon with the following contents: - Addons folder - MyMod.PBO - bin file (config) - Sound Folder config code: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_weapons" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; // External class reference class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= "\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; Issues that I'm having: I'm not gonna lie folks... It straight up doesn't work, game doesn't throw me any errors and my sound doesn't play when reloading any of the RHS AR15 type weapons. If there is some sort of in-game debug console I'm not sure how to access it either. What I am asking for: Any sort of guidance is welcome. Thank you all in advance!
  7. Introduction: The 1st Special Forces Operational Detachment–Delta (1st SFOD-D), commonly referred to as Delta Force, Combat Applications Group (CAG), "The Unit", or within JSOC as Task Force Green, is a special operations force of the United States Army, under the operational control of the Joint Special Operations Command. The unit's missions primarily involve counter-terrorism, hostage rescue, direct action, and special reconnaissance, often against high-value targets. We aim to replicate the operations conducted by D Squadron. An elite squadron of the famous Combat Applications Group What we offer: Immersive Tier One gameplay. Friendly & Enjoyable community. A fully custom modpack that focuses on authentic gear and reasonable storage size. A Dedicated TeamSpeak and Game server that hosts fun operations such as Liberation and Antistazi on night where Unit mandatory operations are not being hosted. When do we play? - Our Arma 3 Mandatory Operations are hosted every Sunday at 1900 GMT | 1400 EST Requirements to Join: You must be 17 years old or older upon the date of your application You must be fluent in speaking, writing, and understanding English You must have a working microphone and Teamspeak 3 installed You must be able to attend weekly operations on Sundays @ 1400EST | 1900BST You must not currently be in another ARMA 3 unit with conflicting op/training time if applying to be an operator How do I Join? Join our Discord by clicking here and following the instructions in our #how-to-join channel. Will be looking forward to meeting you soon!
  8. Nova-80ca57e4626c6a94

    No entry widthRailWay

    Hello, I hope this is the right section for the Topic. I have this error on two maps but I just tried two. I think the error is on much more maps and I want to solve it, because the game is crashing to often with this error. I was searching in the Internet for hours and all I found was that I have to find RscMapControl array in dialog and add "widthRailWay = 1;". I know how to add this, but I don't know where I have to search for. Let's say I had not the best note in programming at school :D. I think it's on my drive than Arma 3/saved/Steam and than are the folders who include the files where I have to add the specific line. But I'm not sure if it's right, because they was not very specific in the forum. Can someone help me where I past this? Here are the Screenshots: https://imgur.com/a/ni3SSEj Best regards
  9. 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.
  10. --- === Updated 1 (2022-05-05) === --- Happy Labour Day! Half a year has been passed since the first published version of Gold's CMA, and now here's some news about it. Microsoft's mimalloc https://github.com/GoldJohnKing/mimalloc/releases It has been updated to v2.0.6, following upstream, though Microsoft's update mainly focus on macOS related function. Besides, I have refactored many part of the malloc to make it more robust and more efficient, as well as provided more variants to let you choose. mimalloc-v206.dll is for general use, if you do not know which one to choose, this is always the recommendation. If you have large memory and always have more than 8 GB consecutive free memory space when you run Arma 3, you may try mimalloc-v206-lock-pages.dll, as it would lock several consecutive 1 GB large pages in your physical memory and prevent it from being swapped into virtual memory. However, based on various tests and players' feedback, this may only provide minor performance gain, while bring side-effects in some circumstances. I would not recommend to use this variant personally, but it does do better works sometimes. If you have large memory and do not want to use the "lock-pages" variant, or you frequently encounter the "STATUS_ACCESS_VIOLATION" crash, you may want to try mimalloc-v206-no-collect.dll. This variant would omit all memory flush/free requests from Arma 3, keeping the memory blocks managed by mimalloc internally, which may greatly reduce the probability of the crash. However, this crash is usually caused by hardware issue, you shall always check if your PC is too overclocked or too old. If you have small memory, I recommend using mimalloc-v206-scheduled-collect.dll. This variant would collect and flush unused memory every 5 minutes, which may keep the memory less fragmented and reduce memory use. However, this is not without risks. As I said above, if you frequently encounter the "STATUS_ACCESS_VIOLATION" crash, you should fallback to general one or "no-collect" variant. Epic's rpmalloc https://github.com/GoldJohnKing/rpmalloc/releases Yes! Here's a new memory allocator ported to Arma series! But mainly as a supplement to mimalloc and tbbmalloc. rpmalloc is designed to be lock free. It is lightweight that it does not have as many overheads as mimalloc or tbbmalloc does. Intel's tbbmalloc https://github.com/GoldJohnKing/oneTBB/releases Intel is not updating their tbbmalloc that often, and it's not as feature rich as mimalloc, so It's still the same. About Large Pages / Huge Pages / Lock pages You need to first guarantee Lock Page privilege to your user account and reboot your system, then set arma3_x64.exe to always rub with Administrator rights. Only then can the memory allocator utilize huge page support and bring the performance boost as expected. You may refer to this article by Microsoft: https://docs.microsoft.com/en-us/sql/database-engine/configure-windows/enable-the-lock-pages-in-memory-option-windows About AVX, AVX2 and AVX512 Through various tests on different machines and by digging deeper into the memory allocator itself, it is now sure that the performance improvement mainly comes from huge pages support. The AVX, AVX2 or AVX512 instruction set does not bring any difference at all, because the memory allocator does not utilize it at all. Yes, I am pretty sure now, AVX is mainly a placebo. Sad. If you are familiar with AVX, please correct me, or tell me more about it. About BattlEye It has been reported by some users that some versions of my memory allocators has been whitelisted by BattlEye, but I have not confirmed it yet. If you can confirm which file(s) has been whitelisted by BattlEye, feel free to tell about it! --- === Original Contents Below (2021-12-25) === --- Merry Xmax! This is GoldJohnKing, a newbie C++ programer, a probably well-known Arma 3 server administrator, and a community developer in China Mainland. I recently dived into something about memory allocator at work, and comes up the idea of porting some well-known memory allocator to Arma Series. And ofc I finally did it! 🤣 Here I present you two new CMA for both Arma 3 and Arma 2 Operation Arrowhead, with a potential 5%-10% performance gain than vanilla TBBv4, tested by myself and can be replicated by some players in Arma 3 Discord. These ports are open sourced and binary files are provided as well, I really hope you enjoy it! Note: The binary files on Github Release pages may not always up-to-date with the newest source code. If you know how to compile, I strongly recommend you compile it by yourself. Microsoft's mimalloc The first one is Microsoft's mimalloc, which is currently used in Death Stranding, and I highly recommend you try this out first! The port is based on v2.0.3, download link and source code are provided below: https://github.com/GoldJohnKing/mimalloc/releases As I said in the above release page, mimalloc utilizes (reserved) huge pages, and may give a performance boost of 5-15% than vanilla TBB4 memory allocator, depends on your PC's specifications and actual scenarios. mimalloc.dll is for players with large free memory, as it would lock pages to reduce memory reallocation and fragmentation. If you have a small memory, or you need to run programs alongside with Arma 3 which would take large memory consumptions, or you get conspicuous performance degrades when using mimalloc.dll, then use mimalloc_without_reserved_huge_pages.dll instead. It may better handle memory consumption and help to prevent performance degrade at a long run as well. You can read Microsoft's repo to see what feature mimalloc provides. And this should be the first ever port of Microsoft's mimalloc to Arma Series! Intel's tbbmalloc The second one is Intel's tbbmalloc. It is part of Intel's oneAPI Threading Building Blocks project. Arma 3 officially used TBBv4 version 2017U3, it's old and has some potential bugs (for example, the well-known 0xC0000005 STATUS_ACCESS_VIOLATION). Blud and some other people have ported one for arma, known as CMA and xarmalloc or something. Their source code is where I start: without their work, I wont be able to know how to port one for Arma, thanks for their work! However, thier version contains many codes for debug and performance stats purpose, as well as some actually not required codes, which would cause overhead under some situations. Besides, their version has been reported of having memory leak and crash in the long run. My version is based on v2021.5.0, and has been tested for continuously long time run without conspicuous issues, download link and source code are provided below: https://github.com/GoldJohnKing/oneTBB/releases As I said in the above release page, it only utilizes huge pages of the OS, which may give a performance boost of 5-10% than vanilla TBB4 memory allocator, depends on your PC's specifications and actual scenarios. However, it is not feature-rich than Microsoft's mimalloc. It may not handle memory fragmentation at a long run as Microsoft's mimalloc does. So I suggest you try our both, and select the one suits you, if mimalloc has some problems or you would like to find out yourself. Some notes about findings on creating CMA has been posted on BI Wiki, see: https://community.bistudio.com/wiki/Arma_3:_Custom_Memory_Allocator Feedback and code reviews are highly welcomed, no matter if you are a BI staffs senior programmer, community developer, server admin or just a normal player. And if you can read Chinese/Mandarin, you can watch my video about it on Bilibili: https://www.bilibili.com/video/BV1GZ4y1X752/ https://www.bilibili.com/video/BV1EL4y1n7f2/ https://www.bilibili.com/video/BV1ar4y1S7Jo/ https://www.bilibili.com/video/BV1EM4y1F7DA/ Thanks the community! Thanks BI! Love ya all! 🤗
  11. 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.)
  12. 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.
  13. 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.
  14. 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.
  15. 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?
  16. 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 ^^
  17. 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.
  18. 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.
  19. Projets Edaly


    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
  20. 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 🙂
  21. 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
  22. 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 }; }; }; }; };
  23. 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?
  24. 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.
  25. 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