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Found 680 results

  1. Hello guys. First of all, thanks for the addition. It will be a very useful tool for us who edit and create game modes. Well, that said, i would like to begin with a suggestion which already exists in Zeus, that is the customizable crate/container/ammobox. While i was checking on Eden, i didn't find any means to do it like we do with Zeus, can only do that like it is on the 2D editor. Could that be possible? A way to create a custom ammobox with the Eden? Thanks for reading, and again, thanks for the incredible tool you're developing.
  2. Hello everyone, I have begun work on an Arma 2 Warfare BE clone for Arma 3. I've started from scratch with the intent of making a far more optimised CTI for Arma 3 which plays just like it did back in Arma 2. I write to you now asking for expressions of interest in such a mission, as I have noticed that previous and even current Arma 3 CTI projects are left unplayed and eventually abandoned (WASP and Gossamer's to name a few) Would you be interested in an Arma 3 Warfare, akin to Arma 2's Warfare BE? You can track my progress on my Github here: https://github.com/MarkusNemesis/A3Warfare/tree/master/A3Warfare.stratis Please leave me a comment and show your support. Cheers, Radioman
  3. simon_ghost_riley

    ArmA 3 Crashes

    Try joining another server, then rejoin the previous one. Update the graphics card drivers to a newer version. Rollback the graphics card drivers to an older version. Check the temperature of your GPUs and CPUs. Verify the integrity of the game cache using Steam Re-install DirectX Uninstall the Visual C++ 2013 Redistributable package (x86 version), restart your computer and install the package again (do not use the Repair function). Run a Windows System File Check Tool to repair corrupted system files. ​I've done all of it, except the DirectX as Windows 7 is has the latest DirectX pre-installed. There are some very specific times when my game crashes. It always crashes when in-game. It always crashes when I try to do the bootcamp (after I complete the Virtual Reality stage and it crash just as I enter the second bootcamp) It crashes when I try to join a server. It loads the Designation menu, I can choose my team and role. My player spawn but it starts lagging alot, like 3-4 fps and then it crashes. It crashes in some specific mission from Showcase, for instance, it crashes everytime I load the "Firing from vehicle" mission from Marksman DLC. It crashes within 2-3 minutes from the start of the mission. I don't understand what is going wrong. The only possibilities left now are I do not have enough RAM to run ArmA 3 ArmA 3 installed on my PC is corrupt. It is something from BI's side and I've to wait until they launch their next update. Errors - http://imgur.com/uzN5hYQ http://imgur.com/Aok9dW3 Not very often but I also get this error. 0x00000001 – UNABLE_TO_INIT_DXGI Most of the time when I ArmA gets stuck and I've to terminate the process. I don't think any of my PC's component gets heated up. Here are the stats. http://imgur.com/56Nk94E Specifications, Intel i3 2120 @3.33Ghz 4 GB RAM 500GB HD Nvidia GTX 750 Ti OC Windows 7 Professional 32 Bit
  4. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=714854749 https://www.youtube.com/watch?v=T21S5ODYgFM COOP [1-5p] You are part of a highly trained covert team tasked with infiltrating behind enemy lines and securing a hostage for extraction. Insert with your team and remain undetected until commensing the attack on the target building. Eliminate the threat, secure the hostage and move back to the insertion point for extract. The local rebel groups are conducting ethnic genocide and recruiting child soldiers by force. Do not compromise the mission. The hostage may require medical treatment due to injuries sustained during interogation. REQUIRED MODS (Worth it): @CBA_A3 @spec4gear @RHS:USF @RHS:AFRF
  5. Basically I have 5 generators spread around the map. So far I have everything working, the only thing i don't have working is the wall collapsing. What I want is a trigger that detects that all 5 generators were activated and then there is a wall that falls down.
  6. blackbeard06

    [CO-30] Op Yellow Star

    [Download on bottom of page] Operation Yellow Star By: Blackbeard Situation The Islamic State, hereafter referred to as Daesh, has a Headquarters stationed in the mountains of Pradesh. Using this HQ they are able to sustain their operations in the Kunduz Providence, Afghanistan. The People's Protection Units (Yekîneyên Parastina Gel) has a Forward operating training base for it’s volunteer forces in Kunduz. The YPG commander has ordered the base to establish operations against the Daesh occupation of Kunduz. Mission YPG units are to remove the Daesh HQ located in the Pradesh mountains. YPG is to also counter any Daesh operation in the providence. Execution Please refer to the commander’s guide for more information (scroll down). The Execution phase will be carried out by the commanding officer of the day. Administration and Logistics The base is supplied with (2) weapon caches and various ground vehicles executed by a VVS computer inside a cargo container. (1) Bell UH-1 Iroquois has been issued for assisting with Kunduz operations. The officer of the day will be responsible for the resupply and maintenance of the aircraft. Command and Signal Communications will be carried out by the officer of the day. Various smoke grenades and flares will be available on site, as well as a TFR radio crate. Mod Requirements ACE 3.5.1 CUP Terrains 1.0.1 CUP Units 1.3 CUP Vehicles 1.3 CUP Weapons 1.6 Iraqi-Syrian conflict Kunduz, Afghanistan NATO SF & Spetsnaz Vehicles RHSRF RHSUS CBA TFR VSM Gear Pack v1 Features 3rd Person in vehicles Arsenal Dead object Cleanup Side Ops Random Base attacks Random enemy AI Base Building Known Bugs None at this time Note* I cannot guarantee the proper actions of AI if you use ASR_AI or any other AI intelligence altering mods Credits Made by Blackbeard Alpha tested by Blackbeard and xXMoldyOcelotXx Closed Beta Tested by …. You may use this mission on your private or public servers. You may also edit the mission to suit your liking. Regardless of what you do with this mission my only request is to credit me for my work. License http://www.bistudio.com/community/licenses/arma-public-license-share-alike Commander’s Guide Have your men fill Teams 1 and 2. Make sure you have at least 1 man join Team 3. Team 3 will spawn at base and can setup defenses. Teams 4-6 will also spawn at base. Teams 1 and 2 will be transported from a YPG convoy to the base. If they are killed for whatever reason, they will respawn at base, as will everyone else. You’re the commander of this operation. It will be up to you to conduct which mission to do first. Keep in mind this is a realism operation! There is no auto generated tasks or prompts to let you know when the mission is complete. It is recommended to have a defense at the base at all times! You may use radio 0-0-1 to spawn a onetime YPG allied patrol around the base. Below you are given various intelligence (sideops & main mission) on enemy troop movements. It is your responsibility to take on these tasks. Remember this mission was built for immersion! Intel Reports: Darreh HUMINT reports of Daesh Activity Andi HUMINT reports of Daesh Activity Tal Gozar HUMINT reports of Daesh Activity and possible weapons stockpile Pradesh & Sujani Rocks -Suspected Daesh HQ -Recon patrol scouted the area 24 hours prior; one member of the team was killed when he stepped on an IED recommend extreme caution. North of Kamar YPG Patrol spotted Daesh movement requesting assistance Tappeh Ka YPG Patrol spotted Daesh movement requesting assistance Administrator’s Guide To get the best out of the mission you will have to setup your server as if this is a dedicated “Patrol OP†scenario. Anticipate this mission to take a long time to complete. Make sure your 3rd person option is turned on so you can get the full effect on the 3rd person script (optional). This Operation is intended to run on Veteran Difficulty! Task Force Radio is implemented with TFR module. So make sure you have “TaskForceRadio†channel on your teamspeak server with the password “123â€. The server administrator has access to Zues. You should not have to use Zues! Remember this mission was built for immersion! Development Road Map July 2016 Intergrade Apex Assets to remove mod dependency. Bug fixes & improvement Performance improvements Download Locations Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=706806184 Please post any bugs you have here or in steam workshop
  7. EatDefeat

    Using enemy supports as Zeus

    For the purpose of a multiplayer mission, I want to play as a NATO unit with access to Zeus. Normally when you access the supports tab on the Zeus screen as a unit of a specific side, you are unable to use the planes of enemy factions for air support. I understand why this is in place, but is there any way to avoid it?
  8. Hello together, first, please excuse my English, I´m German and not a hero in the English grammer or s.th. else :wacko: Problem: I released on the 5.June.2016 my first Arma 3 Server for the popular gamemode Wasteland. But when I searching my Server in the Arma 3 Launcher or Ingame, i cant find him :( The Server will only shown when I use the ''Direct Connect'' option and the IP Address. Why? The Server is running with default port and is open for everyone. It is very stupid because so it's harder to get players on the server. [ If you should find the Server normally it where nice when you could inform me.] [servername: Sky-Gaming.de|Wasteland|NEW|$3K Start|Dark Night|And more ] Does anyone have any idea why he did not appear in the list? thank you in advance :rolleyes:
  9. As part of a USMC platoon deployed to Bystrica, command a force recon team to setting up a safezone around FOB 'Foxhound', the temporary base in the region. As Russia looks to expand communism to its neighbours, it begins a radical troop movement, threatening the countries on its borders. Seeing this, the NATO and UN deploy a collaborative USMC specialized recon force to counterattack the advances of the militias and communist parties secretly being funded from the Russians across the border. Play as Corporal Reynolds, serving under the 1st Armored Recon batallion led by General Campbell. (This is Day 1 of the upcoming campaign.) Mission Features: Infantry combat, Vehicular Combat, Specialized warfare, Grasping Storyline, Commanding, Support Units, Armored combat.
  10. auxdubz

    You know too much Bohemia! ;)

    Just happened to find this video in my subscription feed and clicked on it of a new military Russion personnel truck, looking look the good old MRAP vehicle from Arma 3, the Ifrit! Just with a new paint job... I wonder who got the design first :huh:
  11. Hello community! I need some help. I have been trying to get an arma 3 model into the object builder to be exact if it matters it's the ia_soldier_01.p3d file. As soon as I press open in the object builder and select the file it crashes! No message nothing! It just crashes! Any help is appreciated!
  12. EatDefeat

    1.60 FPS?

    Since the 1.60 update, my FPS has dropped dramatically. In singleplayer, I got 50-60 FPS prior to the update, but now i'm struggling to reach 40. In multiplayer it's even worse. I was once around 35-45 FPS, but now I have dropped to maximum 30, usually around 20-25. Before I used a mix of high, ultra, and standard settings. Now am forced to use all standard to reach the FPS I was at prior. I have heard a lot about people having much improved FPS because of the update, but has anyone seen negative effects? If so, what was/might be causing them?
  13. About: The War Chronicles aims to bring the majority of Allies and Axis forces into ArmA 3. This modification spans the years of 1944 - 1945 and will bring historically accurate content to your fingertips. Sadly This mod will no longer be updated for the foreseeable future. Download Version: 0.0.0.2 Google Drive Dropbox Steam Workshop (Out of date) Requirements: CBA Current Team: N_Icomach - Models/Textures Freelancer - Models/Textures DeadRabbit35 - Configs Giallustio - Configs captainavocado - Models/Textures Sauer - Research ggzerosum - Animation/Configs tmnfr33d0m - Configs/Models Frogface - Models Mcaber - Research Nytech - Models/Research Tommy39 - Terrain Objects Scorch052 - Configs Want to Assists?: Planned Development: With the first release infantry units and basic weapons for each faction is planned. The first being US and Germany, Japan will be released at a later date. Once infantry has more content vehicles will be implemented such as Shermans, Halftracks, Panzers etc. In the future this will be updated as well. Manual bolting:
  14. We are a small new unit always looking for new people. I will describe the best I can all of our details, requirements, and what we need. First off, with Requirements: 13+ Years of Age Generally Good at ArmA Fast Learner Now some Details people may want to know: We are working on a mod from scratch for our milsim only Mods are 17GB (All worth it) We are new and dont have many people We include the 58th Special Operations Wing, the 11th MEU, and (inactive) the 45th Naval Squadron. When we get more people we will have more and more events. We know other milsims who may want to PvP We are a little bit more casual, as in we dont require everyone to know MOS codes, and we have easier forms for Article 15/Counseling/Etc. forms. What we need: We need most people in the Marines, and you can reserve your spot in the Naval Squadron, but you will have to go to the marines. Your rank will perfectly transfer* if done so. All of our (high) command spots are closed, so please do not ask about them. *If you have anymore questions, feel free to check us out on our website (taskforcedelta.tk) or TS at (ts3.taskforcedelta.tk)
  15. AveryTheKitty

    Arma 3 Apex - content predictions?

    I'm starting this thread to discuss possible content for Arma 3 Apex. Anyone have predictions? Here's mine: To start off, factions. I personally think we'll be seeing USMC forces [BLUFOR] along with Chinese forces [OPFOR], and possibly Australian/CTRG forces [BLUFOR]. Of course, we'll likely see Tanoa's military [Independent] and a guerrilla faction [OPFOR]. Now for vehicles and weapons. It's confirmed that we'll be seeing Light Strike Vehicles and VTOLs, and possibly larger Patrol boats. Here's a list of what I'm assuming will be added: United States Marine Corps: APX - Pistol MP7 - Sub Machine Gun HK416 - Assault Rifle M27 IAR - Light Machine Gun HK417 - Sniper Rifle SMAW - Rocket Launcher ALSV - Light Strike Vehicle Cougar - Mine-Resistant Ambush-Protected EFV - Infantry Fighting Vehicle M551 Sheridan - Light Tank M1A3 Abrams - Main Battle Tank UH-1Y Venom - Transport Helicopter AH-1Z Viper - Attack Helicopter V-22 Osprey - VTOL Helicopter F-35B Lightning - VTOL Fighter CB90 AMOS - Patrol Boat USMC forces would have a wide variety of modern-futuristic gear, with some assets possibly being futurized. The Sheridan obviously being modernized. Australian Defense Force: USP - Pistol AUG-A3 - Assault Rifle AICW - Assault Rifle MAAWS - Rocket Launcher Hawkei - Mine-Resistant Ambush-Protected AS-LAV - Armored Personal Carrier OH-58 Kiowa - Light Helicopter Australian forces would retain a somewhat light force, similar to that of the AAF in scale and variety. Tanoan Armed Forces: M16A4 - Assault Rifle M60E4 - Light Machine Gun LAV-300 - Armored Personal Carrier AS-365 Dauphin - Light Helicopter AV-8B Harrier - VTOL Fighter Tanoan forces would service gear similar to that of Fiji's military, while obviously having new additions for variety. Tanoan Irregulars: AK-74 - Assault Rifle RPK-74 - Light Machine Gun SVD - Sniper Rifle RPG-7 - Rocket Launcher Tanoan irregulars would retain a lighter force, primarily using Cold War era equipment and repurposed Civilian vehicles. People's Liberation Army: QX-04 - Pistol QCW-05 - Sub Machine Gun QBZ-95 - Assault Rifle QJY-88 - Light Machine Gun QBU-88 - Sniper Rifle AMR-2 - Anti-Material Rifle FAV - Light Strike Vehicle CS/VP3 - Mine Resistant Ambush Protected ZBD-09 - Armored Personal Carrier ZBD-04 - Infantry Fighting Vehicle ZTZ-99 - Main Battle Tank PGZ-95 - Self-Propelled Anti-Aircraft Gun PLZ-05 - Self-Propelled Gun Z-10 - Attack Helicopter Z-9 Haitun - Transport Helicopter Z-11 - Light Helicopter J-31 Gyrfalcon - VTOL Fighter Chinese forces would service modern-futuristic equipment, with some assets possibly being futurized. So that's my list. Anyone else have any ideas?
  16. Hello! I'm proud to release public version of my equipment script creator - ACC EqKreator v10.2! Now ACE3 compatible! Q&A: Q: Why you created your own equipment script creator and why it is called EqKreator? A: I have got annoyed by other software/scripts functionality where you was forced to use some kind of program (LEA) or search for many items classnames and write them inside already created scripts (F3). I am not saying that these things are bad, I just wanted to create something that would suit my needs. And that is full JIP compatibility - COOP oriented - Lightweight - Easy to use script. It is called EqKreator because it creates ready to use equipment scripts for you! ;) Q: Is it based on some other mission? It looks similar to VTS by L etranger? A: Yes it is edited version of VTS v4.0 by L etranger. I have just deleted all playable slots and left GM one, and added my equipment generator script into it, also, I have added Virtual Arsenal into it. Q: Why just don't use Virtual Ammobox or add Virtual Arsenal to my mission? A: Well... you can do that, but in our community we sometimes play missions that last over 4 hours and we don't want to waste time so everyone get's equipped from scratch from VAmmobox or VArsenal or other kind of Virtual something. Also, I am mission maker and I just hate that way of assigning gear. It is me that decides what player will get. Not that player :P. That is also why EK was created. Q: There are many other scripts like this one, why should I use yours? A: Let me write down some pros of this script: It gives gear to each unit before briefing screen It is JIP friendly, you will not see this script adding gear again like other equipment scripts sometimes do You can create many equipment scripts very fast and even save them inside VArsenal or VTS Shop for further usage/editing You can see how much your unit weigh with all gear you added (using AGM or CSE) You can see unit, all gear on it and even test it :) You can assign gear to selected equipment slot (backpack, vest, fatigues) Did I mentioned that it's blazing fast and easy to use? Compatible with ACRE2/TFAR/Vanilla (in terms of removing radio IDs - everyone will get unique radio ID) Creates equipment script for vehicles too Instructions: Installing script to mission folder Installing and running EqKreator v10 mission Making equipment for units Making equipment for vehicles You may also want to look at my ACC DAC_Toolbox script if you use DAC v3 and are a mission maker! ;) Download v10.2: Dropbox link Armaholic link (not updated yet) Changelog: v10.2 Hotfixed vehicle/crate assign gear scriptv10.1 Fixed vehicle/crate assign gear script (isServer check) Styllistic updates v10 Simplified whole script Script converted to function - uses call now instead of execVM (using execVM in unit init line is highly not advised!) Added ability to assign callsigns for BFT markers from ACE3 New: immediately after assigning uniform/vest/backpack clear it from any equipment that could be added from uniform/vest/backpack default config items - no more additional unwanted items Let me know here if there are any other questions regarding this script! Licensed under APL-SA. v10.2 09-05-2016 mb GieNkoV for Arma Coop Corps community. Thanks Letranger for his VTS v4.0!!!
  17. Hi i'm making an helicopter (i'm not going to release it on armaholic on whatever site) I'm having problems with the rudder animations. (i've tested the animations with the command "animate") What i've done : I have set the "source" in the model.cfg for these animations to "rudderRTD" but nothing appens I have created a script that converts the pressure of the "Q" key ( the default rudder key) into the animation of the 2 rotors but and also here nothing appens. This is the script (the interesting part starts at the first "inputaction condition") : while { true } do { if (player in vehicle player) then { while {getPosASLW vehicle player select 2 < 10 } do { vehicle player animate ["flight_mode_left",0]; vehicle player animate ["flight_mode_right",0]; vehicle player animate ["rotate_mala_vrtule",0]; vehicle player animate ["rotate_velka_vrtule",0]; }; while {getPosASLW vehicle player select 2 > 10 } do { vehicle player animate ["flight_mode_left",1]; vehicle player animate ["flight_mode_right",1]; vehicle player animate ["rotate_mala_vrtule",1]; vehicle player animate ["rotate_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" > 0) } do { vehicle player animate ["rudder_l_rotor",1]; vehicle player animate ["rudder_l_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" == 0) } do { vehicle player animate ["rudder_l_rotor",0]; vehicle player animate ["rudder_l_velka_vrtule",0]; }; while {(inputAction "heliRudderRight " > 0) } do { vehicle player animate ["rudder_r_rotor",1]; vehicle player animate ["rudder_r_mala_vrtule",1]; }; while {(inputAction "heliRudderRight " == 0) } do { vehicle player animate ["rudder_r_rotor",0]; vehicle player animate ["rudder_r_mala_vrtule",0]; }; }; };
  18. When you walk on top of a burning campfire, there are those red borders that appear around the screen. They stay on permanently after walking away, even if you get treated or call "player setDamage 0" http://i.imgur.com/5tZIiNG.png The associated PP effect is "BIS_HitCC"
  19. Hello, I'm developing an airborne mission for my group, basically the guys (Two fire-team consisting of four members each, named A1, A2, A3, A4, B1, B2, B3, B4) spawn in an C-130 and parachute into the A.O. The problem is, I need them to have their backpacks when they land, so they have enough ammo and equipment to complete the mission, so I came up with this Idea, a trigger executing a script for each unit, the script will wait until they land and then add backpacks and equipment into it. The C-130 will enter the trigger area with the team onboard. These are the trigger's specs: ACTIVATION: BLUFOR ACTIVATION TYPE: PRESENT CONDITION: this && isServer ON ACT: para1 = [] execvm "scripts\backpack\A1.sqf"; para2 = [] execvm "scripts\backpack\A2.sqf"; para3 = [] execvm "scripts\backpack\A3.sqf"; para4 = [] execvm "scripts\backpack\A4.sqf"; para5 = [] execvm "scripts\backpack\B1.sqf"; para6 = [] execvm "scripts\backpack\B2.sqf"; para7 = [] execvm "scripts\backpack\B3.sqf"; para8 = [] execvm "scripts\backpack\B4.sqf"; Now this is the A1.sqf script: I tested it and it worked great, except when I tested it in a multiplayer server (I hosted it locally), I got in as unit A1. When I landed, the script worked and the parachute got replaced by the backpack and the defined contents, however it didn't work for the other player, their parachutes didn't get replaced by the intended backpacks, At first I thought I could've screwed the script for their units, so I restarted the mission and got in as another unit (A2), as some of you guys may imagine, I got my backpack just fine, but the other players didn't, not even the unit I just tested (A1). I tested all the other units and it worked great when I was playing as them, but no one else got their backpacks. As you guys probably know, I think I fucked up the locality of the script execution, not sure how, could any of you guys enlighten me as how to make this thing work? We usually use conventional hosting (through the game Multiplayer menu) and Dedicated hosting, so it would need to be something that works for both. Thanks in advance!
  20. http://imgur.com/EV1VXZa So I have recently installed arma 3 tools because I wanted to work on a map but I have followed videos to get it all to work but everytime I get this happen to me which just takes the piss. If anyone has any ideas pls help when you can. http://imgur.com/KaJ5gRn This is another error I get. Thank you Ill re upload the images to somewhere working once I can
  21. Hi guys, I have searched the internet for a couple hours and i cant find any up-to-date documentation on creating a 3D model for ArmA 3 to use in-game. Does anyone have a link to some up-to-date documentation and/or can write some basics himself? For 3D models i use 3D Studio Max. Thanks in advance! ~ JohnDoe
  22. Hi Guys I have ARMA 3 1.54 installed.But now I am unable to Update it.Any Help will be appreciated
  23. --------------------------- Arma 3 --------------------------- Warning: preNLOD format in object a3\structures_f\walls\wired_fence_8m_f.p3d --------------------------- OK --------------------------- I'm getting this error message on start up and Arma 3 wont load. Any help?
  24. Who are we?- We are a milsim group in Arma 3 founded by a core group of friends that have been together for years now. We pride ourselves in our ability to create a serious and structured environment, while also still goofing around and having fun with Arma 3. We base ourselves mainly off of the real Rangers from the USA, with alterations to accept Arma as a platform. Our mods will be given to you once you have been accepted as a recruit. We use steam workshop, I have specially compiled all our mods into a convenient modpack for ease of use. What are our events?- We have a selection of events. Campaign Main Ops, Side Ops, Trainings, and Practice ops. Campaign Main Ops- Our only mandatory event is every Friday at 6pm EST. The campaigns are what our unit is designed for. This is where we are at our fullest, and most serious. The Campaigns are based on a map, and have its own story. Each op is persistent, so your choices and actions matter in the later ops. We will always be Rangers in these ops. Side Ops- Side ops are fully optional, and not scheduled. These are less serious, but still require people to adhere to our rules. We could be the french, british, germans, anything in our modpack we can be in side ops. Trainings- We split our trainings into phase one and phase two. All trainings are on every Sunday at 1pm EST. As a recruit, you can not come to any op until you have done at least a phase one. Once you completed phase one, you may come to side ops. Once you have completed phase two, you are a full member and may come to any op. Practice Ops- Practice ops are designed to be the same as a campaign op, but no campaign attached to it. These are for people who want to pratice their leading skills, machine gun capability, etc. Practice ops are mainly for us to train future Fire Team Leaders, and possible Squad Leaders. Do you want to join?- In order to join, you must go to this link and read what it says: Our Videos- We record some of our ops, courtesy of Shermanator:https://www.youtube.com/playlist?list=PLCtTx6yW6Du9-DZAIoNw6BfpeJGmFD9h5 http://3rdrba3.enjin.com/recruitment
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