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[Recruiting]Combat Applications Group Task Force 6
Hi Wags here from ED posted a topic in ARMA 3 - SQUADS AND FANPAGES
Hi All, please see the details below. What we are looking for: We are looking for two open minded team members, with healthy egos with: One who wants to join us on our Australian/New Zealand Friday evening event which is hosted at 2100 AEST AND One who wants to join us on our American Saturday (CST) which is hosted at 2000 CST Who we are: We are a tight knit group of former seasoned realism unit members (20 years cumulative) and casual Arma Players (easily 5000+ hours cumulative) that have been running for a little while now, we pride ourselves in running a group that is very casual outside of ArmA 3, but fairly serious within ArmA 3. We have modeled ourselves around the CAG/ACE/Delta Force/1stSFOD, and in honesty is a result of liking their mission set & equipment, which also plays well into ArmA. We do not use ranks, but rather use titles to designate member obligations/accountability, i.e Team Leaders responsible for getting their team on to events, HQ members responsible for coordinating Team Leads and mission makers, but never at the cost of the life blood, which is the general member base. We are a zero bull/toxicity group, that encourages new and senior members to mix and collaborate with one another, we do not want to run a gossip group, and we also promote a zero obligation policy for general members, meaning even if you join, and while we would like to see you at all events that your team is assigned to, we do not hold against you if you cannot make it, and even if you need time away for an extended period of time, we support that as long as you communicate with us. We offer two event days on alternating fornights, this is because we have a mix of Australian's and American's within the group, one event is Aus based time hosted on Friday evenings AEST, and the other event is US based Saturday evenings CST, both events are broken into teams of 4 members, with tag alongs typically rounding it to about 6 - 8 members per event, even if you are part of the Friday team you are welcome to the Saturday event (and vice versa). We have taken reasonable strides to research and understand what we can about the CAG, and not making the error that many groups do which is confusing the CAG (or whatever name it goes by at the time) with SF/ODA, which is also a pet hate of ours in general. Of course we will never get it perfect but we are confident in our offerings around the space, for how we wish to run it in ArmA. How to join and what happens next: There is no formal training pipeline, but we do have a variety tactics and procedures that we have developed, and teach to the new guys, we function more off assumed knowledge, and the success or failure of a group member is down to their ego and their ability to learn and improve. But to get through the door you, all you have to do is... 1) Express interest ArmA 3 units page: https://units.arma3.com/unit/cag6 2) Join our Discord (our primary platform outside of ArmA 3, we use Teamspeak 3 on event days but not as a place to hangout): https://discord.gg/HuvEPrxBpv 3) Download our mods (we do use a few, primarily ACE, ACRE, RHS, a variety of SOF Equipment mods, and Quality of life mods that makes you feel a little more operator): Our ArmA 3 Modlist HTML is stored on our Discord, so once you are on there you will be provided access to it 4) Get on and get intergrated with the guys and play: Simple enough once you are processed, introduce yourself and come join us, you will also need to download teamspeak 3, as we use ACRE, but teamspeak details will be provided once you are processed, and any of our members can help out. Summary: So as a general member what are your commitments? - Ideally show up to your team events as much as possible (only two a month), but know it's okay if life comes first at times. - Be willing to play in ArmA 3 in a serious and almost milsim way in terms of tactics and equipment (but without all the admin and outside of event day training headaches). - Be willing to be part of a very casual group outside of ArmA 3, thick skin required, and a good (if not warped) sense of humour. - Be willing to download our mods, get on our Discord, and join Teamspeak 3 on event days. Beyond that... If this place sounds like a place for you come and reach out, while we are only looking for two members at this time, we will never say no to more (within reason), and it doesn't matter if you are new to ArmA or a veteran we will teach you our ropes, but be warned even though we are casual group outside of ArmA, we do expect each member to get with the standard in ArmA, and to abide by our standard, we are forever growing, and refining our processes too, so having an open mind is important. And don't forget. At the front however, we pride ourselves in the way we play ArmA, and the fact most of our members make friends for life (for as corny as that reads), but we do not believe in white anting, and rather collaboration and support, if this sounds like a place for you, come join our Discord and we will take it from there. Thanks. CAG TF6 HQ-
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Are There any CN-235 or C-27 mods in arma 3?
cpldalton posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi, I'm trying to make a scenario which involves the Irish Air Corps and I was wondering if there was any mods for the CN-235 or anything that looks similar. Thanks. -
Error Loading Mission after adding modded entities to mission
Chepa1lg posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, Im new to editing missions, so i'm strugling with 3 addons that i downloaded from the steam workshop, in the editor when i add few modded flags and save the mission, put the mission the mpmission file and start the server, when i join it says "Error Loading Mission", also theses 3 mods are added as required mods but when joining the server they appear as optionnal and all other mods work perfecly and are categorized as required, and if i go back to the editor and i delete the modded flags entities, save the mission and put the mission in the mpmission file, the server work perfectly, so why theses 3 mods are categorised as optionnal when i put them as required by the server. Thanks to anyone who help me. Addons i'm talking about http://steamcommunity.com/sharedfiles/filedetails/?id=2576006559 https://steamcommunity.com/sharedfiles/filedetails/?id=2474961310 https://steamcommunity.com/sharedfiles/filedetails/?id=2764329011 -
edeneditor Hiding/Showing Items
Mister_Shiloh posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good morning! I was just wondering if there's a script to hide objects and make them reappear, using another object as an interactable? In this image, I'd like the green console on the right to have an interactable menu that will be able to "deactivate-" aka hide- the red bridge. How would I go about doing this? Any and all help will be appreciated, Thanks! -
I dont know what im doing wrong here, i followed a video step by step and can't get it to read the CONFIG file, the .bat works and launches the server but thats as far as i can get. Heres the 2 files i have. (the mods that are there are just there for testing) "arma 3 server.bat" @echo off "E:\SteamLibrary\steamapps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=E:\SteamLibrary\steamapps\common\Arma 3 Server" "mod=@CBA_A3;@CUP Units;@CUP Weapons;" -congfig="E:\SteamLibrary\steamapps\common\Arma 3 Server\CONFIG_server.cfg" -port=2302 -world=empty "CONFIG_server.cfg" // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it is +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple servers are on the same box // steamQueryPort = 27015; // default 27016, needs to be unique if multiple servers are on the same box // GENERAL SETTINGS hostname = "Omega stuff"; // Name of the server displayed in the public server list password = "8520"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "Admin"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 10; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter upnp = 1; // upnp // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30, the higher the better sound quality, the more bandwidth consumption: // 1-10 is 8kHz (narrowband) // 11-20 is 16kHz (wideband) // 21-30 is 32kHz (ultrawideband) // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true, 0.51}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "Welcome to My Arma 3 Server", "Discord: discord.somewhere.com", "TeamSpeak: ts.somewhere.com", "Website: www.example.com" }; motdInterval = 5; // Number of seconds between each message // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server // (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.20) allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.20) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.28) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"};
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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
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About folder %user%\Documents\Arma 3 question
Engine Fighter posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I want to delete folder where Arma stores the saves replay campaign missions.I know the saves folder C:\Users\<username>\Documents\Arma 3\Saved\a3\Missions_F_EPA\Campaign But I am afraid that delete the important files in the game will cause the game to be corrupted. I want to know the folder C:\Users\<username>\Documents\Arma 3 what are the important files that if deleted will cause the game to be corrupted. -
[USA][Modern/Near-Future Realism] Evergreen Technology & Defense
Firelight Guy posted a topic in ARMA 3 - SQUADS AND FANPAGES
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 -
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.
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[VS Code ~ SQF] Visual Studio Code - SQF Language
Armitxes posted a topic in ARMA 2 & OA : Community Made Utilities
Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes -
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.
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Getting variable from Eden editor for script use
Dnote Gaming posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Mod that replaces another mod's audio? SOLVED
fiercedrummer117 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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! -
Launcher: Arma 3 Units data acquisition failed
Sleepzombie posted a topic in ARMA 3 - QUESTIONS & ANSWERS
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.) -
The Mora behaves very weird on destruction. It flys throug the air almost every time and the Wreck gets stuck in the ground. I encountered this bug already a few weeks ago. I now reinstalled Arma, making sure no mod are enabled. Didn't fix it thou. Here a video that showcases the bug. https://www.youtube.com/watch?v=tDVdJIRHQqQ Am i the only one with that bug?
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[Release] Simple Progression System for Arma 3
Mr. Rad posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
What is this mod? This mod was created to satisfy our need of any sort of progression in our COOP group. The mod is inspired by the RPG-like passive skill system in Escape From Tarkov, although much simpler. We wanted to create a progression system that would give players something to work towards, independent of the mission, a system to reward playtime and gameplay. This mod is primarily intended for units and groups that play coop missions. This mod is not intended for public PvP gamemodes. Although it will work, abusing the system can be easy so it is not recommended. DOWNLOAD LINK How does it work? This mod is client-side (for now). It works by tracking player's actions trough events, and saving their progress. IMPORTANT Note: Effects of progression are applied in real time, but for performance reasons, they're only saved upon death or when the Progression menu is opened. The Player will always have an action in their action menu called "Progression menu" which will open the menu that shows all of your progression. In this menu you can see the progress of your passive skills, as well as acquire rank promotions and combat traits. Combat traits are a part of vanilla Arma, but they're normally linked to the selected character that you're playing (I.e. Combat Life Saver has the "Medic" trait). Our system tracks all score gained by the player. The score is used as a currency when you're acquiring combat traits or a rank promotion. Acquiring a combat trait while you already have one or more, will heavily increase it's price. Higher ranked players get discounts on combat traits. Here's a table of costs for rank promotions: Passive skills Our passive skills are Recoil control, Sway control and Strength. Recoil control is a self explanatory skill. It is leveled over a long period of time by firing any handheld weapons. Sway control is your character's ability to keep the gun steady while aiming. It is normally leveled by performing certain actions such as resting or deploying your weapon. Like recoil control, this skill is also leveled over a very long period of time. Strength affects your character's ability to carry heavy gear, and it's impact on stamina. Higher level strength will allow you to carry more gear without decreasing your stamina as much. Passive leveling of this skill is super slow, much slower than the other two skills. The best way to level strength is by having a workout. You can do this trough the Progression menu.- 2 replies
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recruiting [A3] [Recruiting] | Combat Applications Group | Delta Force | D Squadron Realism Unit | [EU]
SFOD D Squadron posted a topic in ARMA 3 - SQUADS AND FANPAGES
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!-
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Question About Official Modded Keybinding Setup (since v.2.06)
kingofnuthin1980 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 🙂 -
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.
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Contextual Interaction Menu - Proof Of Work
hoverguy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 8 replies
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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.
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Does anybody know, what is the limitation for addons and mods to launch and how can I launch more addons? Thanks
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script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
LSValmont posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
vDog Patrol and vDog Feral Scripts by Valmont and Johnnyboy are long time requested scripts that allow mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. - Since version 1.5 the Dogs will no longer target enemies though walls or objects! (This is a game changer!) - Since version 1.6 Patrol Dogs can be controlled by the player by assigning the dog to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. - Since version 1.7: - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Extensive rewrite of the whole script package, now with AGENT DOGS, to accommodate the massive new features introduced in version 1.8 while performing even better than before. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.9 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1UbL4IuPZx8eMkg3QvzBteqZYaouLgLnj Updates/Changelogs: vDog Patrol Details: vDog Feral Details: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.- 129 replies
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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.
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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?