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Found 592 results

  1. Hi, I tried to do a mod with some retextured skins. The mod I used as a base worked bine, but the stats of the plate carriers were way off. They had no ballistic protection what soever. I tried to access the files but nothing would work. Even my friend who knows how to mod was unable to access it. (he's a map developer not an addon developer) Now comes the part where noone is going to help me: Could anyone please make this "mod" work? All I need is the config files because I failed miseabely at writing them myself. I am on the edge of just throwing everything into the bin and calling it a day. In the case anyone actually is going to help me, please write me and email and i will send you the files that I have. Have a great day neither way. E-mail: i123want123to123123die@gmail.com (Just so you know, that's a throwaway email adress)
  2. Hi, I am trying to access a TexHeaders.bin file because I am trying to kindof reverse engineer a mod that adds retextured uniform, vests, backpacks and helmets. I tried to make it readable with the cfgconvert tool from the arma 3 tools, but it always gave me some error messages about it being unable to find the drive. Please help me, I am new at modding and all that. If you want me to send you the file in question, please contact me and I will send it to you via email. You can contact me trough this email: eric.juen123@gmail.com Thank you for reading, I am open for suggestions and help.
  3. 7TH CAVALRY GAMING REGIMENT-TANKERS NEEDED Do you like tanks? Are you a fan of armored combat? Are you an excellent team player? Then the 7th Cavalry Gaming Regiment wants you!!! A little bit about myself, I am 2nd Lieutenant Kyle York, currently the platoon leader of 7th Cavalry Regiment, Bravo Troop, 1st Platoon. I am a real armored crewman in the Canadian military and have been doing it for the past 12 years. I bring a lot to the table when implementing realism and overall a fun enjoying atmosphere. Currently we have two sections but are looking to grow larger. I have a great deal of experience when it comes to Armored Warfare that makes our practices a lot more in-depth and fun! I do believe that there should be a great balance of MILSIM and real life to allow all our troopers to have a great experience and yet be able to unwind at the end of it. About The Unit: The 7th Cavalry gaming Regiment is a ultra-realism unit based around the 1st Cavalry Division, 7th Cavalry Regiment "Garryowen!" We run real world MOS's and kits as used by the United States Armed forces today. We have a variety of positions available to choose from, and we incorporate realistic training's based off of tactics used by the armed forces today. We currently have over 189+ Active Personnel and over 40 Reserve personnel. 19 Kilos needed: In the course of acquiring new individuals to fill a variety of roles available, the 7th Cavalry Regiment is looking for several highly motivated and dedicated individuals to bear the 19 Kilo MOS. What is a 19 Kilo?- A 19 Kilo MOS is the U.S army's designation for all active Armored Crewmen serving in the U.S Armed forces. Armored crewmen are responsible for operating and maintaining the M1A2 Abrams Main Battle Tank. Positions range from the following: -Driver -Loader -Gunner -Commander What will my responsibilities be?- As a member of Bravo troop (One of our various classifications for troopers who bear the MOS 19K), your job will consist of the following tasks: -Operate the M1A2 TUSK II Abrams in various combat operations. - Work with a designated crew to ensure all combat goals are achieved and crew survivability. - Attend one weekly Section practice (SP) to learn techniques and tactics. Topics range from formations, to crew commands, and more. All SP times are scheduled around to ensure all Members can participate. -Operate under intense combat situations. -Provide protection to infantry troops operating in conjunction with the M1A2 Abrams in various Combat Scenarios. How do I enlist in the 7th Cavalry Regiment and become a Tanker?- Follow this link! https://7cav.us/enlist - Upon completion of your designated Bootcamp, you will be required to pick a MOS and a section (Based off your timeframe and availability) Here are the minimum standards for enlistment into the 7th Cavalry Gaming Regiment: 1. Minimum age is 18, not debatable, no exceptions 2. You must have a microphone 3. Must have Team Speak 3 4. Must have one of the following games to join: Arma 3 WITH Apex DLC Squad Hell Let Loose 5. Must be willing to play in a Military and Tactical Realism Unit 6. Must be willing to take orders and follow the chain of command 7. Once you complete Boot Camp you will be assigned to a Section/Squad and you must practice with that group. If you cannot attend the practice of your assigned Section/Squad due to work or some other real life event, you must be excused by your Section/Squad Leader. Options for making up the practice can be discussed with your Section/Squad Leader and Platoon Chain of Command. 8. Must be active on the forum 1 time a week. Your Section/Squad Leader will make a roll call post once a week, you must respond to this post in the required manner. 9. Must not be a member of another FPS Clan/Unit. Dual Clanning is prohibited. 10. Must not have a VAC or Game Ban on record within the last 5 years. We hope you join the brotherhood that is the yellow and black!!!! "Garryowen!!"
  4. How to spawn AI via module with a patrol route? (with no script docs) (video link) https://www.youtube.com/watch?v=if5Rkoqe30w&feature=emb_title
  5. Hi, I just want to open this post for people who want to test with the New Rewrite of ACE Medical. It is a very simple script that can help you understand the states in which the new medical system alternates. I hope you find it useful. init.sqf addMissionEventHandler ["Draw3D", { { _unit = _x; if (!(isNil "_unit") AND ((side _unit) == west OR (side _unit) == civilian))then{ _pos = ASLToAGL getPosASL _unit; _headPos = [_pos select 0, _pos select 1, (_pos select 2) + 1.2]; _heartRate = _unit getVariable ["ace_medical_heartrate", 00]; _bloodPressure = _unit getVariable ["ace_medical_bloodpressure", [00,00]]; _bloodVolume = _unit getVariable ["ace_medical_bloodvolume", 00]; _Text = format ["HR: %1 | BP: %2 | BV: %3",_heartRate toFixed 1,_bloodPressure,_bloodVolume toFixed 1]; drawIcon3D ["", [1, 1, 1,1], _headPos, 0, 0, 0, _Text, 2, 0.03, "PuristaBold"]; _headPos = [_pos select 0, _pos select 1, (_pos select 2) + 0.5]; _state = _unit getVariable ["cba_statemachine_state0",""]; _text = ""; if(_state == "cardiacarrest")then{ _text = format["cardiacarrest (%1 s)", (_unit getVariable ["ace_medical_statemachine_cardiacarresttimeleft",0]) toFixed 1]; }else{ _text = _state; }; drawIcon3D ["", [0.1, 0.45, 1,1], _headPos, 0, 0, 0, _text , 2, 0.03, "PuristaBold"]; }; } forEach allUnits; }]; Spyke
  6. I am trying to finish my custom warlords mission, but have ran into a snag and cannot seem to locate the answer I seek. The unoccupied player slots are not able to be disabled due to the "DisabledAI" command breaking the warlords module spawns. Therefore, all the unplayed player slots are just idle until the sector has been assigned, then get teleported near the target by use of BIS_fnc_relPos. I was able to disable the movement by code and set the condition for code activation by the isPlayer command; but due to the base placement, the warlords units spawned still need the teleport ability to avoid a very lengthy swim time. The units should still be able to use all the options if a player takes the slot, or is JIP. I was going to have them utilize the Zen_OccupyHouse if they are staying at base (hopefully I can enable movement and they don't try to just swim there). This is needed for both West and East playable units. Any help to bypass the teleport initialized by Warlords would be wonderful.
  7. Name: Green Sea Battalion. Branch: Semi-Serious Milsim. Timezone: EU. Language: English. Op Times: Every Saturday Between ~21:00 Gmt+1 and up to 01.00 Gmt+1. Op Types: Specialize in Police actions and Urban Combat, Ambush and small-unit tactics expertise, typically operates as a Motorised or Mechanized unit. Other Essential Info: Looking for a Paramilitary Unit to join? Or fight alongside your own unit? Then look no further! The GSB will accomplish any militaristic tasks set before it, we specialize in small-unit tactics and jobs which may be too politically incorrect for more visible forces: the sort of combat where the lines of morality are blurred but victory must be achieved at any cost! What kind of unir are we: We are a plurinational mercenary force that resides in the fictional country of Chernarussia. As such, we have tailored our own equipment (Guns, Uniforms, Vests, Add. Gear, Vehicles) to suit our unit, so your stay at the GSB is going to be markedly different from the rest of the units. We are looking for EU units for co op: Preferred would be PMC, Ex yugo or Russian units that are speaking English. We are looking for friendly co ops with a lot Laughter, jokes, vodka in large environment while helping each other and geting blown up togheter with vodka in our hands. New players: It doesn't really matter if you new or just buyed yourself arma 3 to play online. Becouse like us, we where also new players once and we did mistakes like you will. We will welcome you as our own. Arma 3 Unit page: https://units.arma3.com/unit/greenseabattalion Steam Group: https://steamcommunity.com/groups/GreenSeaBattalion Youtube channels: Grey Snail: https://www.youtube.com/channel/UC2CpUNfLZbHzr4w-ZFmz1Gg - Tzach: https://www.youtube.com/channel/UCnD5OpEfbco-vQ-6bE28SCg Discord: https://discord.gg/rV3E8NZ Contact: https://steamcommunity.com/id/PabstBlueRibbonTasteMurica/
  8. UPDATED TO VERSION 0.3 Changelog: *Added blue sky *Added loading picture *Added overview and addon icon *Added key and signed files 1 month ago I downloaded Southern Wardak, Afghanistan by Drifter. The map was amazing. Even tho it was WIP, it had the same quality as a completed map. The map had massive detail thanks to it's small size. However, there was one thing. It was broken. Broken because of the APEX Visual Update. So just like I did with my Improved Lighting mods, I decided to fix this map. I gave the map brand new lighting (not vanilla, the same one used in my Improved Lighting mods) and a new skybox. After taking permission from Drifter, I decided I upload it here. STEAM LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1937597435 Requirements JBAD Images https://ibb.co/ZKtz4M1 https://ibb.co/rfvVdZ8 https://ibb.co/W5hwhBq https://ibb.co/qY4qf2d https://ibb.co/bB6d1XT https://ibb.co/549QBT1 https://ibb.co/fNqYMdF https://ibb.co/2ZDDbPM https://ibb.co/W0hfxTT
  9. Hello, community! I have a major issue that I need to solve without anymore problems and frustration. I have subscribed over 1200-1300 mods at all until yesterday. I wanted to unsubscribe most of them and delete the local content to spend more space on the hard disc. I needed additional space for other games and wanted to save only a few more important mods for Arma 3, especially a small list needed for a specific campaign I was working on. When I try to unsubscribe these unneeded mods from the launcher or from the workshop, they immediately will download again and there's no effect after all these attempts. How would I stop/pause redownloading of all this huge content and only subscribe my small list of addons I really need to use for my campaign? Thank you in advance and cheers!
  10. So I have a little problem here. I want that a zombie from the ravage adddon doesnt move. However I cant do it I tried: zombie disableAI "MOVE"; zombie enableSimulation false; doStop zombie; zombie disableAI "MOVE"; in combination with zombie disableAI "TARGET" and zombie disableAI "AUTOTARGET"; zombie disableAI "FSM"; zombie disableAI "AUTOCOMBAT"; zomibe disableAI "PATH"; and a combination of this all together but nothing worked. Anyone got a idea how I can make him stop moving?
  11. mondaymadness95

    Sci-fi PMC role-playing

    Thanks to the beauty of mods I am conducting a PMC style persistent campaign in Arma. Create your character, design your living quarters, and if you want, design an AI companion. If you're looking for something outside the usual Arma milsim, hit me up on discord Monday madness 95 #4588
  12. What are the EL76_Logistics? This is a logistics mod package, which we have been using at Gametwitter for a long time, but now we want to make it available to the public. Why EL_76? Quite simply, because the mod developer in our clan is called that. Release Date? It‘s done. Are there dependencies to other mods? CBA_A3, ACE3 What does offer EL76_Logistics? 1. LCM-8 Landing Craft This landing craft offers you a real powerhouse on the water. The ramp can be lowered for the pleasant driveway of the vehicle or for entry of the infantry. The vehicle offers space for 16 soldiers and a driver on board. In addition, a vehicle can be added. 2. Floating Bridge These swimming bridges are powerful ways to continue on the path over water. Your pioneers will be pleased about this quality product. This makes it easy to put a pontoon bridge over a water hazard. So that they do not have to transport the bridges individually, we have supplied the good old MTRV from Arma2 as a transport vehicle. Thus you manage to transport five of these floating bridges in one go. 3. Faltschwimmbrücke (FSB) German Army In a very early stage of our development department are the so-called floating folding bridges. These offer you the full potential of a floating bridge. Since the topic of occupational safety is very important to us, there are hinged handrails. Thus, their vehicles and infantrymen can not take an involuntary dip in the water. 4. Powerfull Modules In order to be able to build up a high-performance logistics even with a shortage of staff, we have developed the GT_Support modules. These offer their mission farmers numerous methods to bring supplies to the troop. Known bugs: Dont drive to fast against other bridge parts , they can be damaged or the driver flys to the other side of the map  Mod Download @ Gametwitter
  13. Hello! Now, I am kind of new to the "running arma 3 server" scene but have ran certain servers before. The Arma 3 Life scene for awhile was stagnant and there was too much of a variety to choose from and the variety honestly had little to no development that actually improved the experience in game. I have been a member of life servers for over 4 years now, being on many different communities and experiencing a lot of good, bad, and frustrating times. This is why I am trying to bring back Arma 3 life to it's former glory, in 2019 it's hard to think of a good FREE server to play on besides Altis Life and maybe City Life. But I don't want Altis, or Lakeside as the map. I want a fresh brand new map built from the ground up. A place where people can experience for the first time and explore many different locations. I want fresh mods customized to bring the best roleplay experience to the community. Custom building, possibly, and custom scripts. Now, a few things are is that I NEED HELP. Specifically with development, scripting, and hosting the server. If anyone is willing to help me with these things please shoot me an email -- jaylenryan@icloud.com A few specific questions that I have are.... 1. What host should I use to run the server if my connection isn't the best (because college internet). 2. How do I script mods into my server, add mods, and set up TFR so we can have a better VOIP in game. 3. Website creation has never been my strong suit, so how should I go about that? 4. How do I create a custom map, from the ground up? Thank you again for taking the time to read this, and again, if you'd like to contact me either reply here or shoot me an email -- jaylenryan@icloud.com Have a great day!
  14. Slovak Armed Forces by Reluk This mod tries to represent Slovak Armed Forces in Arma 3. It´s mostly just retextures of Arma gear and vehicles from RHS mod but new content just for this mod is on the way such as Slovak armored vehicle Aligator, Tatra trucks or Grand Power K100 pistol. Since this is my first project in Arma universe and I´m still learning I´m looking for a texturers or moddelers that would like to help :). Hope you will enjoy this mod and have fun with it. This mod includes: Slovak woodland units (regular units, 5th special operations regiment) Slovak desert units (regular units, 5th special operations regiment) Slovak police units (military police and counter terrorist unit, maybe more later) I want to thanks to: Marekoi - for help and support presko deltagamer UK_Apollo evromalarkey, ascz team, acr_a3 mod - for awesome NPP vests, same vests that Slovak army use so this helps to make the mod more realistic Yano - for letting me his old Aligator project and for the help that he was trying to give me RichardsD - for his MRAP MaxxPro Modification RHS team - for a great high quality mod with a lots of content and of course all the support on BIS Forums ! Links for download , RHSAFRF, RHSGREF, RHSSAF, RHSUSAF are required! : Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=971009565&result=1 Armaholic: http://www.armaholic.com/page.php?id=33625 (not updated to the latest version v1.4) Google Drive: https://drive.google.com/open?id=1t-grzZX9vdQrRyK8SITpKpcr76wTiKLF
  15. nacrogamer

    Problem with object

    I do not know why but my object in game appear a little bit transparency, i mean i can't see everything but i can see something like the object in the map , the sea or the terrain. the texture color texture are _co.paa and i add at the model forcenotalpha. here some screen of my problem. https://imgur.com/a/b9E3Wsi https://imgur.com/a/CDXw9t7 https://imgur.com/a/MEFLyTX https://imgur.com/a/3YZLOAk
  16. hi when i'm place a unit they seen me this error : waitUntil {!(isnull (uinamespace getvariable "RSCDi> Error position: <!(isnull (uinamespace getvariable "RSCDi> Error Undefined behavior: waitUntil returned nil. True or false expected. 13:21:06 In last 10000 miliseconds was lost another 8399 these messages. 13:21:06 File ASZ_Weapons_A3\AT\data\script\disposable\virtual_arsenal.sqf..., line 20 13:21:16 Error in expression <D_virtual_arsenal_exec = 1; i try to disintal and intall and eleminated file in document and localapp data but its does't working what i can do ?
  17. Hello and welcome to Robertson Arm's Studios, I am Rhys. This is going to be my form for the projects I'll be focusing on for Arma 3. I hope to focus on a generalist model as a go forth with this studio by touching on a few different topics such as; the creation of terrains, Items to be used in games, and full-fledged factions. I will later have ways for people to support me through a Discord and a Patreon. However, for now, I will work without any support and see how far I get. In a project put to me from a community, I am currently a part of, the Canadian Expeditionary Force. The Canadian Expeditionary Force (CEF) is a group I have joined recently, though I haven't gotten to know them well enough yet, I do plan on working on a realistic Canadian Forces mod and I hope to touch on all branches of the Canadian Military. With this being said I hope to develop a Realistic mod to bounce off what is done in and how the CEF operate during their mission and using images and videos of the Canadian Forces release a high quality 2035 "Arma 3" era mod and a Current era mod using most of the vehicles and equipment in current use. I'll link the CEF's page below. I realise that there are several different groups currently working towards the same goal, especially the Canadian Armed Forces 2035 Mod by "CerebralPolicy", and Task Force Canada Mod developed by "cafmodarma" and "Somnambulist". I'll put links for their mods below so you guys can show them some love. Their work is something I should appreciate and build upon as it is well done all things considered. With all this being said I'll now move into what the studio's objectives and goals moving into the winter months and the year 2020. Armed Forces: Canada Mod (AFC Mod) will be developed along with a series of stages with achievable milestones for me to achieve so my supporter will always have something to look forward to. For now, I have a simple write out so you all will know where I'm going with this. __________________________________________________________________________ Armed Forces: Canada Step 1: Initial Proof of Concept [In Process] Canadian Armed Forces (2035) using Current Arma 3 Items and some created Items. This will include CadPat in, Woodland (temperate), Arid, and Winter. I will include the newer variant Intermediate CadPat. The camouflage, weapons and vehicle will be more or less prototyping for me and will only be released in photos of my works completed on Patreon and Discord to drum up interest from prospected Patreons so I can just do this instead of work and then do this. Create Suitable in-game faction to include Light Infantry, Pathfinder, Recce, and Airmobile Units. This Initial Proof of concept will hopefully bear fruit so I can continue the process into the next year. Having seen a glimpse into what may be coming to the Canadian Forces through public releases done by the Canadian Forces themselves. Everything in the Armed Forces: Canada 2035 Mod is all speculation and doesn't show the final project I'm going to use this time to stretch my legs and see what I am capable of by myself. After this Stage, I will not return to the 2035 equipment until I have completed my work on Modern Equipment. Step 2: Fleshing out Development of brand new models using 3DS Max, Photoshop, and Substance Painter. The development will include the following; Basic Canadian Uniform (Helmet, Armor, Tactical Vests, Uniform, & Backpack) Development of the C7 class of rifles, the C8 Class of rifles, the C9 Class of Squad Automatic Weapon, and C6 FLEX General Purpose Medium Machine Gun. Configuring the work from Step 1 Proof of Concept into Step 2 work: Higher quality equipment, Textures, and Weapons. It is the hope that step two will be completed if I work at it every day however I do not have the funding for this so step two will probably take me until Spring of 2020 without support. The moment I finish Step 1 I will go around looking for support from those other than CEF and hopefully develop a team of people working on this mod. I will be looking for a Coding Specialist and a 3D Artist to help augment my work. This would be great but I can't wait to tackle this challenge on my own. Step 3: Further Expansion of Equipment Continuing Expansion of equipment outlined in Step 2 as well as specialised equipment Recce Kits: Proper modular ghillie suits and equipment (C14, and C15 Rifles, Binoculars and scopes, and different hats) Air Mobile Kits: Repelling equipment and other needs for the Helicopters CEF is largely an Air Mobile group with a small Recce group. This step is mostly to equip them with the equipment that the Pathfinders and Recce units would use. Step 4: Logistics Vehicles Development of the Navistar 7000 series Truck in variants that mimic what is already available in-game. (Flatbed, Fuel, Repair, Ammo, Medical, Infantry Transport.) Ensuring quality in this first vehicle will hopefully allow better ones to follow it. (Interior and exterior) This would be the first vehicle I have attempted to do so I suspect It will take some time to do it. I wouldn't be surprised that we will see the completion of this vehicle late Summer to Early Fall of 2020. Step 5 Combat Vehicles Development of the Light Armoured Vehicle 3 (LAV-III Kodiak) and the Tactical Armored Patrol Vehicle (TAPV Lynx) Both Vehicles will come with fully animated interiors and exteriors and Customizable additions (Camo Slat Armor etc.) At this point, I hope to complete this around Winter of 2020. I would at that point if I'm still by myself developing this to move on to more stages and the hopeful completion of the mod but as for right now this is where I will leave it and see how close I get. __________________________________________________________________________ Mentions Canadian Expeditionary Forces Canadian Armed Forces 2035 https://steamcommunity.com/id/CerebralPolicy/myworkshopfiles/?appid=107410 Task Force Canada https://steamcommunity.com/id/CafModArma/myworkshopfiles/?appid=107410
  18. Jester Ops Quick Info: Region: Oceania/Australian Server Style: Semi-Realistic Size: 16-20 regulars Discord: discord.gg/ERje2HD Arma 3 Unit: units.arma3.com/unit/jester Mission dates: Fridays/Sundays alternating every fortnight. We are a medium sized group with an active player base of around 16-20 members, but many more within our discord who join us once in a while. The style of the group can be best described as semi-realistic. We are currently on a recruitment drive to expand our size to a full platoon of regular players, both to widen our experience within missions as well as making use of more refined and detailed tactics. Our focus is on enjoying the game in an immersive manner, without bogging it down with procedure. During missions we like to make use of squad tactics, formations, radio procedure and pre-assigned roles. We play our campaign missions every fortnight, alternating between fridays and sundays, beginning at 1930 AEST. We also have off-night missions semi-regularly, depending on whether one of the mission makers is interested in running as zeus. Beyond that, we have our own game mode titled Conquest, which will soon be up and running again. Think Liberation and Antistasi rolled into one. Our recruitment process is quite simple: Once you have played a mission with us, the members within your squad will tell the admins whether you gelled well with the group or not. What are we looking for? Mature players who are 16 years of age or older. Mostly active participants, however real life comes first. Willingness to listen to squad leaders during a mission.
  19. Hello im trying to get a dedicated server to run for myself and some friends. Im running it off Ubuntu 18.04 and SteamCMD latest copies of everything. Im trying to load up and run the Vanilla Antistasi BluFor Mission. I have everything installed and I execute the server with the following command in my terminal ./arma3server -config=server.cfg It launches the server using the settings from my server.cfg file which I copied from the dedicated server guide section on these forums and you can view my exact settings here. Download server.cfg The server boots and I can join it however I see 1 error on the terminal when its booting up which reads. Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f and then the whole console gets spammed when a user joins the server with Mission Antistasi.Altis read from bank. and nothing happens client side, the server just idles there and any user connecting stares at a loading page for 3 minutes before the server auto boots you. Anything im doing wrong here I am new to the dedicated server side of things. If anyone can include their server.cfg or any pointers i can do please help. Direct instructions would be nice.
  20. Hello there! I've made a remake of the Arma 3 Prologue campaign with the BWMod recently. I've tested everything and it works fine. Then I've uploaded the campaign to Steam with the Publisher tool from the Arma 3 Tools. Now here's the problem: When I start the game with my campaign loaded in, it won't show up the campaign menu. What am I doing wrong? It's propably really easy but I don't know what to do! I'll attach some images of the PBO file and the campaign directory. Thanks in advance! PBO File: https://ibb.co/Zx5rS3s Campaign Root: https://ibb.co/nD7StqX Addons Folder: https://ibb.co/Np5xWQW
  21. FuRixX Lamborghini

    Addons question

    Hi everyone, hi need help, i want to put in safe my script in my Altis Life server to avoid script stealing, I wanna to create a addon like life_server and put my script there, but i dont know how to do that, please, any can help me?
  22. My friend and I have been working on getting a server to work with us with mods for 9 hours and its starting to get a bit frustrating. We feel like there is nothing for us to do. So basically one of the many issues we are having is that in the CONFIG_server.cfg file that I have, it does not appear to be registering the name of the server i have input, the server password or the admin password and when i enable them. These lead to other issues, such as not being able to access the Game Add On tab for the server so as to enable the mods once in game. If someone would let me know as to what I should be doing or what I have done wrong that would be great. Edit: This might be the potential issue because I was having the same problem with my .bat file The file is named CONFIG_server.cfg.txt so it isn't registering the .cfg as the file type??? it still says it's a .txt file even after I clarified while saving to not restrict it to only .txt This sounds like it might be the issue and I would be super happy if anyone could shed light on how to get it to stop making it .cfg.txt and just .cfg Edit of Edit: So i fixed the file type, server still doesn't recognize the name of server, admin password and normal password, will keep trying!!! Config File: // // 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's +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple servers are on the same box // steamQueryPort = 27016; // default 27016, needs to be unique if multiple servers are on the same box // GENERAL SETTINGS hostname = "Server303"; // Name of the server displayed in the public server list //password = "serverpw"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "adminpw"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 40; // 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 // 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 v1.19.124216) 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 v1.19.124323) 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 v1.27.126715) 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"};
  23. The title pretty much says it all. If I use my dedicated server hoster's 'vanilla' with my mod=@...; the server starts just fine, but if I try to use any other config it doesn't work. I've looked through my .rpt and .cfg and haven't seen any eyesores as to what is wrong, so if someone spots anything it'd be greatly appreciated. Latest .rpt As you can see in the .rpt, there's no steam server initialization and I have no idea why not. Latest .cfg If any other files are needed just let me know!
  24. What I want: So I'm making a mission where you start of by entering Arsenal. While you are in arsenal a timer ticks down and when it gets to 0 you get teleported away into the air. Before this happens I want the players to be forced out of arsenal so that they don't start free falling with arsenal open or (due to the fact that they should not take any damage until they have landed) can fidle with the arsenal while the mission is playing. When teleported into the air I want the player to not be killable. Once the player lands (either faceplant into the ground or by landing with a parachute) the player should then be able to take damage. What I got: All players get forced into arsenal in the begining and there is a timer ticking down. If you exit the arsenal you get a black screen telling you that the game is still preparing and that you can re-enter the arsenal with a button click. Once the timer runs out the players get teleported and enters free fall where he/she has access to a parachute. What I've tried: For forcing out of arsenal? Nothing cuz I can't find anything else than adding arsenal on google. For detecting if landed: getPos of player in Z axis, and it worked, unless you land on a roof. detect stances such as prone, crouch or standing. Did not work and got called while free falling. some weird hasLanded thing that most likely is only for helis/planes So again, what do I need help with: A way to detect if a player has landed, aka stopped freefalling and is not parachuting. A way to force the player out of the Arsenal.
  25. Does anyone have any idea how to use the function "BIS_fnc_isCuratorEditable" to kill curator editable units when they enter a trigger. I am trying to create a restriction zone around my map which kills the player and curator units when they enter the zone but will allow none curator units to pass through (so I can simulate reinforcements entering the region after a certain amount of time). I have been running some tests to get an idea on how the "BIS_fnc_isCuratorEditable" function works. I currently have four triggers around the map which tell me through a hint whether a unit is curator editable or not. I am now trying to work out how to change it from giving me a hint which is either true or false, to killing the unit if true or allow the unit through if false. Something along the lines of... Just can not seem to work it out. Also tried this to no avail...
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