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Found 676 results

  1. Hello, i need some help; im trying to make a humvee like hunter, so with a manned HMG. My thought process was to attach a prowler HMG to the Hunter and the turn everything but the gun invisible. I'm not sure how to do this or if this is the best way to do it.
  2. Hello I want to spawn the explosion of the 30 mm MP-T from the LDF APC using createVehicle. I know you can spawn "HelicopterExploBig" and I was wondering if there was a CFGAmmo for the 30mm explosion.
  3. So I wanted to make programmable AB rounds that explode a few meters beyond the turrets current zeroed distance. I thought I could use currentZeroing but it only gives the manually zeroed distances (100,200,300,400,...), however i need to know the distance the gun automatically adjusts to when lasing the range. Is there any way to get that value? Thanks in advance
  4. Recruiting for the 21st CJtf. We are a joint task force that started over and are revamping things. Currently recruiting for our CAG teams. If interested join our discord and apply! The link is listed below, hope to see some of yall there! If by chance the link doesn’t work reach out to me and I can send you a more recent link https://discord.gg/4an4gPAa You can also add me on discord RAYDZR#2925 and I can send you the link if the one above doesn’t work.
  5. So I'm working on a Cold War era tank mission, very basic stuff with a US platoon breaching through a Soviet frontline. However, a trial run of the mission revealed that there are a pair of glaring issues. At first I wanted to abandon the thing, but I'm also very stubborn so I'm asking for advice here. The first issue is that I need a full repair script or function that works with a moving vehicle, as the mission has an AI support convoy tagging behind the tanks. Doing ACE repair, even with boosted settings, is a came of hunting for interaction points, so I'd rather just have an ACE interact point on the repair truck that allows you to fully repair a nearby vehicle. Similar with how rearming works, unless there's something I've missed in the ACE settings themselves that someone could inform me of. Nevermind, just noticed the ACE settings were set to Repair Facility and Advanced Engineer for the mission. I'm dumb. Although, something similar for a full heal tied to an ambulance vehicle would be good. The second issue is that the trial run revealed I had put down way, way too much AI on the mission and that had a very adverse effect on performance. To the point things started flickering badly for players (and myself) at random. I had set up Dynamic simulation for the units, however the only way it wanted to work properly was if I used the module, instead of the performance options so I must've done something wrong from what I can tell. So instead what I want to do is having tanks and IFV's spawn a distance away and come at the players, combined with some static defences. I have one basic script that spawns in AI, and making them move towards a marker waypoint, or use a LAMBS module: _grp1 = [getMarkerPos "testSpawn", east, ["O_Soldier_SL_F", "O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_AR_F"],0] call BIS_fnc_spawnGroup; _wpt1 = _grp1 addWaypoint [getMarkerPos "testMove",5]; _wpt1 setWaypointType "MOVE"; The problem is that, while it's really handy it only works with infantry. Most likely due to how closely they spawn, as whenever I tried using it with vehicles it usually ended up with them signing up for the space program so to speak. So I'm looking for some alternative that let's me spawn in a platoon of tanks and have them head towards the players. Especially as a whole unit, as I've noticed that tank platoons can be slow to get moving and usually drip feed themselves into the action. But that could also be LAMBS for all I know, and probably something I need to check closer at some point.
  6. I'm totally new to scripting for custom missions in ArmA, and I'm running into an issue with the execution of a .sqf file. The game knows the file is where it's supposed to be but nothing happens after. execVM "SpecOps.sqf"; I put the above into the init boxes of several units but the commands I put in the file wont execute. This is how they are written verbatum spaces and all: player enablestamina false; player enablefatigue false; player setAnimSpeedCoef 1.1; player setUnitRecoilCoefficient 0; player setCustomAimCoef 0; I don't understand why they aren't working or how else to write them and i'd like it to only execute on certain units. I apologize for my ineptitude, i used the wiki but not very well apparently.
  7. I don't understand how the rotation works. Specifically I made Airburst Mortar rounds and want to increase the kill zone by rotating the claymores: this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; nul = [_drone,_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle] spawn { params ["_drone","_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; waitUntil { sleep 1; getPos _projectile select 2 > 50 }; while { alive _projectile } do { waitUntil { getPos _projectile select 2 < 30 }; for "_i" from 0 to 3 do { _tungsten_fragments = createVehicle ["ClaymoreDirectionalMine_Remote_Ammo", [0,0,1000], [], 0]; _tungsten_fragments attachTo [_projectile,[0,0,0]]; _random =round (random 10) / 10; _tungsten_fragments setVectorDirAndUp [[0,0,_random], [0,0,_random]]; _tungsten_fragments setDamage 1; }; deleteVehicle _projectile; sleep 1; }; }; }]; I don't understand which numbers in the setVectorDirAndUp Array I need to change to rotate the claymores and what each number even does .
  8. Hey I want to make the C-RAM bullets explode if they fly past the target. I know how I'll do the Code but I don't know how to get the object that the C-RAM is currently shooting at. Any help is appreciated!
  9. Is there any mods that increase weapons smoke effect when firing, not muzzle flash more like muzzle smoke/gas when firing guns? If no then is there any way too increase that effect?
  10. After launching arma 3 through the launcher it get stuck on the loading screen (splash screen) and stays there, I uninstalled every mod and reinstalled the game with no luck, I need help fixing it
  11. hello all, new to the forums and A3 mission generating. currently working on a D-Day landing Zeus OP for my group and I'm having issues. When I launch the initial gameplay test from the editor directly everything works as I designed, the German AI forces starting engaging the US landing craft from a range of approximately +/-500m (from mg bunkers to about 150m from water edge). the problem arises when I push the mission pbo to my dedicated server on Host Havoc the AI don't engage unless fired upon or zeus'd right in front of each other. I've tried messing with the AI defenders settings as well as trying to adjust the server settings but nothing is working. what could I be doing wrong or what is causing the difference in gameplay between the 2 types of hosting? thanks! DoughB0i
  12. Hello everyone, For a long while now, I have struggled with trying to manage the maximum number of inventory space on players as a mission maker. Despite my best efforts, players still find ways when I am Zeus to either pick a container where they can have like 40 mags, or loot one later on in some way. I am wondering if there is a way that by scripting, limit the number of magazines all players in a session can pick up. For instance, if you set a limit of 10 magazines, either by stating which mag class names or just having all Cfg ammo you will not be able to add any more and get something like a message saying "I can't carry any more ammo. This is getting too heavy." regardless if you have more inventory space or not. Tips or thoughts appreciated 🙂
  13. Hello everyone, I want to ask if anyone on here knows how to make a "persistance" for a campaign. I explain : My goal is to make the campaign more immersive through 3 things, from end of a mission to the next : Keep the gear (weapon, uniform etc...) Keep the health If a member of the squad / a character is dead he won't show to the next mission During my research it seems some Arma 3 campaigns had some of this by scouting missions, for the gear, and that members of your squad who died are remplaced in the next mission. If someone may had a clue I'll be gratefull. Thanks for reading, Retyan
  14. Hi ! I want to know if it is possible to import mods from another game (Call to Arms) to arma 3 ? Edit 3D models, configs, animations and templates and make it for Arma 3.
  15. HM Armed Forces Who are we? We are a relaxed, casual mil-sim community based on the British forces. Our community consists of multiple frontline and support regiments, ranging from infantry to armored reconnaissance; we even have engineers and logistics personnel. Some of us are currently serving or former Armed Forces members who want to enjoy blowing things up and engaging with adversaries! What are we looking for? We are seeking mature players who understand the value of quality roleplay, along with a sense of humor for enjoyable banter and jokes. What do we offer? Our community plans to organize a variety of operations, including custom missions using intelligence gathered from our Intelligence Corps, as well as liberation or insurgency-based campaigns. These activities will require diverse skill sets, ranging from logistics to airborne operations. Want to join? Simply head to our discord , fill in a application and we will guide you from there! Our Website🌐 https://sites.google.com/view/hmarmedforces Our Instagram https://instagram.com/arma3_hm_armed_forces?utm_source=qr&igshid=MzNlNGNkZWQ4Mg%3D%3D Our Tiktok arma3_hm_armed_forces Best regards, General R. Buh Chief of the General Staff
  16. I'm part of a UKSF unit leading Induction and Recruitment while also helping with training. We're strictly 18+ so very mature group of people from all over the world. Our average age would currently be 24+ At present we have 30+ members, and that number is growing, so we all get to know each other very well. As a unit we have been operating for 4 years now and we are not stopping any time soon, so all very seasoned Arma 3 veterans. At present we are exclusive to Arma 3, no plans to move to Reforger. We are ambitious though, so we plan on transitioning to Arma 4 when that becomes available. We focus on mil-sim realism and team play with a huge emphasis on the team play and coordination. We have training at 1900hrs BST every Wednesday, with optional workshops throughout the week. And operations at 1900hrs BST every Sunday During the downtime we have a lot of other events for other games going on throughout the week. such as DayZ, HOI4 and much more. Current mods include the best that comes to Arma 3 such as: RHS, CUP, ACE, KAT Medical, 3CB and much more, with all mods being optimized for our equipment available to us at any given operation and training session. If this is something you may be interested in, you can find more details on our website, plus a join link for our discord if you wish to join us. Our Website!
  17. Hi, I have a problem and it is that in this code: switch (_this select 0) do { case "number": { mi_InputText = mi_InputText + format["%1", _this select 1]; ctrlSetText[1000, mi_InputText]; }; case "restar": { mi_InputText = mi_InputText + format["-","%1", _this select 1]; ctrlSetText[1000, mi_InputText]; }; case "clear": { mi_InputText = ""; ctrlSetText[1000, mi_ClearText]; }; case "playerlist": { lbClear 1612; {_dato=lbAdd [1612,name _x];} foreach allPlayers; lbSetCurSel [1612, 0]; }; case "enter": { mi_OutputText = mi_InputText; playername = lbAdd [1612, 1]; hint format["has ingresado %1", mi_OutputText]; [playername, (parseNumber mi_OutputText)] call HALs_money_fnc_addFunds; closeDialog 0; mi_InputText = ""; }; }; I am trying to get the players name as a variable(playername)and as if it were a unit but it gives me an error saying that the variable I give it is a string, does anyone know how to fix it? To contextualize a bit, this variable is taken from a dropdown where the players that are connected are generated.
  18. Link Forsberg

    Delete

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  19. Hello, I am trying to apply special states to a vehicle with a trigger, due to the states being reset to their defaults upon the respawning of a vehicle. Specifically, the Forbid Disembarking state from 3den Enhanced: Forbid Disembarking Description: Crew stays in vehicle even though the vehicle is disabled. Property: ENH_allowCrewInImmobile DefaultValue: false Is there a way to apply this state to any vehicle that enters the affected area of a trigger? I would like it to apply to any vehicle that passes through the trigger regardless of having a variable name. -OR- I am also using a module from MGI Advanced Modules to allow for the vehicles to respawn with the crew members and keep their waypoints. The problem I face is seen when a member of the vehicle bails out and maintains his move, move, cycle waypoints. Then, the vehicle explodes later and respawns. Sometimes, the vehicle will respawn and will not move from its starting position since the waypoints are stuck to the crew member who left earlier. That being said, if there is a way to give orders to units that enter a trigger zone that would be a good workaround. Thanks.
  20. A Squadron, Canadian Special Operations Group Time Zone: Atlantic Time Zone (GMT-3) Group Times: Sat/Sun from 2000-2300 hrs, pending availability. 24/7 access throughout. About us We are a modern SOF unit that operates within a variety of different contemporary environments utilizing the Liberation Rx framework. We were initially comprised of current/former Canadian military members and are now looking to expand our small community. As we host a 24/7 persistent campaign server, operators may join and leave as they like throughout the week. We do NOT offer a role-specific structure, but rather prefer the unique playstyles of each of our operators that's force multiplied by an AI team. This structure is to provide each operator with a feeling that they are contributing to the bigger picture, rather than being solely-focused on small-unit tactics. We also aim for an immersive and realistic environment in our mission contents by providing a realistic Warning Order and on-going narrative with ISR updates to our deployments based on progress made/lost throughout the week. Our end state is in always making sure it a fun and memorable experience for all involved. Ground Assets Squadron Headquarters Assault Element made up of 4 x Troops Support Assets Special Reconnaissance Troop Air Assets Special Operations Aviation Wing (Rotary) Entry Requirements Recruits wishing to join will need to ensure the following min. requirements are met: 15+ (No exceptions) Mature, team-oriented and able to communicate effectively in English Owns a legal copy of Arma 3 with a min. of 20+ hours of Arma 3 experience Must be willing/able to join & communicate via Teamspeak/Discord Able to download & maintain our mod set Able to commit to atleast ONE coordinated sign up per week Selection Application
  21. Example how you add location, into spectator locations tab. This is location in map Altis, under water. ["AddLocation", ["loc1", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [[15010,6850,-115], [0,0,1], [-0.5,-0.5,-0.3], [0,false]]]] call BIS_fnc_EGSpectator; Adding location using alive player eye position and direction (not spectator view) ["AddLocation", ["loc2", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [eyePos player, [0,0,1], eyeDirection player, [90,false]]]] call BIS_fnc_EGSpectator; Using last override parameter, you can rotate simple way view direction, it will always look straight horizontally. ... , [90,true]]]] call BIS_fnc_EGSpectator; When not enabling override and setting two previous array to zero, player view not change when teleport to the location. ... , [0,0,0], [0,0,0], [90,false]]]] call BIS_fnc_EGSpectator; If you call ["GetLocations"] call BIS_fnc_EGSpectator; you get list of all locations what have been added. - But notice that, it have one extra parameter at the end. I have not found any useful for that. You may include that parameter in your scripting but it doesn't do anything. [["loc3","Location Name","Location decription","\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa",[[15010,6850,-115],[0,0,1],[-0.5,-0.5,-0.3],[0,false]],[0,false]]]
  22. Who are we: S&C Supply is a provider of Arma 3 modding assets. Our team is comprised of passionate gamers and experienced developers who understand the needs of the modding community. We have worked on the finest arma 3 gear out there, and our assets have been used by many players in the community. What do we offer: We offer a wide range of assets, including weapons, gear, uniforms, and more. All of our assets are carefully designed and tested to ensure that they meet the highest standards of quality and accuracy. We use real-world data and expert knowledge to create assets that are not only visually stunning but also functionally realistic. In addition to library of pre-made assets, we also offer custom asset creation services. Our team of designers and developers can work with you to create unique assets that perfectly fit your mod's theme and style. We use the latest technology and techniques to ensure that your custom assets are optimized for performance and seamlessly integrate with the Arma 3 engine. Our Commitment: At S&C Supply, we are committed to providing our customers with the best possible experience. We offer fast completion competitive pricing, and unparalleled customer support. Our team is always available to answer your questions and provide technical assistance. A list of What we can do: - Uniforms - Vests - Backpacks/Panels - Helmets - Eyepro & Facewear - NVG's - Weapons - Weapon hand animations - Optics - IR/Flash Combos - Grips - Mags - Suppressors - Custom Patches - Texturing - Porting new models So, whether you're starting a new unit or have an existing one, S&C Supply has everything you need to take your Arma 3 Unit to the next level. Visit our discord now to learn more about our products and services, and join the satisfied customers who trust S&C Supply for their Arma 3 modding needs. https://discord.gg/rtsW52BVEP
  23. Hi guys, I want to know if there is a mod already available that allows player B (aka wingman) to physically grab/attach to player A (aka pointman) so that both players can walk synchronously down a hall. I have checked the docs of several mods and looked for the main search terms on the usual sites, engines and this forum, with no luck. I think that, although that feature seems very complex to develop, it would also be really useful in Buddy system heavy environments like CQC or MOUT. Thx.
  24. Hi, I was hoping someone could help me setup a system to add customizations to vehicles (camo nets, bags, tracks, or change the camouflage) in a trigger. I have a mission using the spawn AI module, but I can't find a way to add customizations to vehicles through the spawn ai module, so I figured a trigger would be the next best way. In my mission, the vehicles spawn inside this trigger, and I figure you could have the trigger apply certain presets to them. I tried scripting this myself, but I'm very new to this and got stuck. What i tried was setting the trigger activation to: Any player, not present, repeatable (this is so that if a player drives their vehicle through the trigger it doesn't apply the customizations to their vehicle, only ai vehicles.) My condition field is: this && ({_x isKindOf "O_MBT_02_cannon_F"} count thisList >0); the trigger interval is 2 seconds, and the activation field is: {[ _x,[],["showCamonetHull",1,"showCamonetTurret",1,"showLog",1]] call BIS_fnc_initVehicle;} forEach thisList; I assume something with the condition isn't working, as I'm not really sure how to properly set up that. This was my test version, ideally, it would work for multiple vehicle types, like APCs and tanks. I was also hoping to maybe make it randomize the preset, like have a few presets per vehicle and have it pick one to apply, although, getting it to work at all would be nice. Thanks in advance
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