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Found 114 results

  1. Hello, Check back here and provide feedback to this thread for forum issues and updates. Since the forums migration from vBulletin to IPB a couple of weeks ago we have been busy resolving issues and making improvements. I know for some of you it has not been as quick as you want, but thank you for your understanding and patience. Rest assured the web team is continuing to address issues and make improvements. Please know that the main purpose for the migration was for special back end support for the unified BI account system. The unified account system is used in the store, for new games and for all future features and services intended for the community. If you don't see your issue here, provide your detailed feedback in a reply in this thread and we will be sure to address it. Also, if you feel that an issue that now appears in the fixed list is not fixed in the way that you desire, please provide such feedback for discussion. While we cannot guarantee that every request for changes will be implemented, please know that we fully respect all of your viewpoints and concerns of how the forums function and how you like to use the forums. We will make every reasonable effort to review, asses and implement the features and functionality you desire. Here are issues/suggestions we are tracking(not in any particular order): 821. Issue with IE after long inactivity on post edit, logout - constant page refresh 800. Missing ability to state a reason when displaying the "Edited by" text. 760. Email notification per subscribed thread. Currently email is on or off, then per thread is all, daily or weekly. 757. Login takes user to front page, should stay on page user was browsing after login. 680. Search functionality limited to four characters or more only. Looking into performance issues by adding at least three characters or more. 679. Community groups from previous forums, migrate and add functionality to new forums. 678. Go to latest unread post(small blue dot icon) not on locked thread(small lock icon in way) 622. Ability to export PMs as xls. (archive conversation - export PM to email available) 898. Friends list, can hover over name but more clear interaction options, like send PM should be visible. 906. Vote on own thread(stars at top). 573. No inheritance in forums selected via "Filter by forum" in New Content. 584. Set the amount of posts to be displayed per page. Display user signature only once per page. 604. Ignore signature popup is clipped. 570. Missing badge display in posts for supporters. Currently badges are only displayed in the Profile page. 569. Tapatalk functionality / compatibility 581. Mark threads/indication if BI staff have replied. 580. Custom Syntax highlighting of code. 912. Threads with polls light up as unread every time a vote is made. 679. Missing the Community groups from the old forums. 913. Missing bottom panel showing server time, etc. 914. Missing ability to set format of time and date. To 24h, american date formatting, etc. 586. Themes dark / light color UI theme choices 920. Improvements to the mobile version. Navigation of very large threads. 926. post shortcut link not working correctly when add link to a post content(posts in large thread) Have grab page URL + add ?=p(postid) to url manually 927. Import subscriptions users had from old forums 928. Option to create folders for different subscriptions 2053. Notification when someone directly quotes your post Issue/suggestions not repeated or under investigation to gather proper requirements: Links to latest posts are malformed for not logged in users. They lack the ?view=getnewpost parameter. Only the link to the date (such as: Yesterday, 14:50) has that parameter. (- might be related to 926.) Fixed issues/suggestions: lowercase username issue. If your username has become all lowercase, you can resolve this by changing your username at account.bistudio.com after you login, go to account.bistudio.com change your username in the top left corner save changes in the bottom right corner click on logout go to forums.bistudio.com and logout(again) After those steps, after you login again, your username should now have the proper case that you saved it as. Missing button to easily insert videos in posts. There are a couple of ways you can embed videos. 1. Use the blue/green icon between the eraser icon and the "Font" dropdown, to insert media. Select Media and insert the video URL. The following video sites are currently supported:YouTube, MySpace Video, GameTrailers, YouTu.be, Vimeo, Dailymotion 2. use these tags to directly write in the embedded media in your post: Member title editable. Now functions as the rank based on # of posts like previous forums. Group name and member titles dupe display issue. Right-clicking an image displays the picture instead of showing the browser's context menu. Profile: Social links can now be edited by user. Upload of image file for avatar, basic function, limited size and format issues. Missing sub-forums for editing OFP. Users can edit their own ban reason. Legacy url links to forums. Internal server error issue on logins. Page resets to front page in middle of reading posts. The private message limit was way too low, now increased. Width of threads/post and content too narrow, now for x1920 displays. Quotes within post same color as post, not noticeable, now in higher contrast. Font color too light, Font size too small, not enough contrast for reading. Like this on own post. Email notification not properly configured. Private message save draft issue, was high concern when initial PM limit was so low, PM limit now increased. Missing ability to easily create nested lists. To nest a list press the "Increase Indent" button. Inconsistency in the number of the displayed page when browsing through page numbers. It's too easy to get "trapped" inside a quote when editing one. Share page on social media, incorrect meta data and thubnail image. Subscribe to thread functionality. Video player rendering in user signatures. Display of 0 warnings on user profile/avatar. Report a post needs more distinction. Better separation of posts Archive PM conversation link broken, now sends email. Author of thread indication within thread on his/her posts. Profile: social links with proper link(e.g. Twitter username link, not just plain text). Profile: edit social links section clean up, removal of dead services, clean up edit page UI. Signature size limit match previous forums Multiquote limit at 10 quotes, can select more but then get error message, increase limit or display error on 11th quote add. Like button location and discussion on having or not having this functionality.(closed) When writing post, in edit field, font styles and link format bleed into the blank space after the word or line break. As in: underscore strikethrough link etc.(closed) Too much vertical space used at the top of the page. Set the amount of posts to be displayed per page. Display user signature only once per page.(closed) There's a hard limit of 10 maximum images per post. This limit seems a bit too strict. Dailymotion videos Post # and share link icon next to post date and time(ideally on right) Quote or multiquote buttons after "Reply with more options" or "Full editor", while writing post. Login issues with Adblock, Adblock Plus, uBlock must be disabled. Horizontal scroll bar in post from < Code > content in post Removed old no longer used secondary Location field from your user profile. Removed display of own warning points for user.(only moderators can see) Member since display on post bio. Only shows up on the profile card when you hover over username. Emoticons / smileys too limited compared to the previous version. :cheers: Best regards, BohemiaBeck
  2. Report some issue found in current dev. First: Pistoling and left adjusted prone is issuing (same as https://forums.bistudio.com/topic/190875-equip-pistol-and-prone-stance-is-issuing/) See more details for the topic. Second: An AI reloading MX series rifle when acctime < 0.6? is issuing. AI reloading MX under acctime <0.6? is stop their animation a sec. I tested with some other rifles, but looks like this is only for MX series.
  3. As we implemented new cool feature to DEV branch - limping when character has injured legs, we want to gather your feedback in this thread. Feel free to post your suggestions and feelings as we want to provide you best possible result of the feature in game. Please note: This technology is subject to change and may still contain errors / lack certain features. You can quickly check out the effects of limping by running this scripting command: player setHit ["legs", 1];
  4. Just a QoL suggestion, would it be possible to center on the player when the map is opened, if they know their own position?
  5. When you walk on top of a burning campfire, there are those red borders that appear around the screen. They stay on permanently after walking away, even if you get treated or call "player setDamage 0" http://i.imgur.com/5tZIiNG.png The associated PP effect is "BIS_HitCC"
  6. While the not-so-recent sound update dramatically improved the quality of sounds, especially gunshots, in ArmA3 by adding a very nice dynamic echoing system, the actual gunshots of certain weapons still feel very lackluster. In particular, one of the biggest problems (in my opinion) is the sound of heavier weapons. While the marksman DLC gpmg's sound okay, most of the other weapons, including the vanilla .50 HMG and the GMG sound... less terrifying than they should. I'd like to use an example of what I consider to be one of the best heavy weapons sound effects system, the ArmA2 mod ACEX_SM. If you want an example, the following link contains some audio from ArmA2's acex_sm sound mod. The heavier weapons are more deep and sonorous, and you can EASILY tell the direction in which they are firing from, even with youtube's stereo audio compression. You only need to listen for a few moments for this to become abundantly clear. In comparison, ArmA3's lmgs and hmgs sound considerably more ambiguous. The sound of the supersonic rounds snapping overhead is excellent, but the attenuation of the source gunshots is unrealistically exaggerated. It takes a significant amount of experience for a player to estimate which direction they are being fired at from, and even then, visual cues are vital in determining the source. As an example; I note that this is a particularly poor example, as I am unsure of the nature of the weapon being used to fire at the soldier in cover, however, it's quite clear that the snaps dramatically overwhelm the audio of the weapon being fired. Also, the snaps are the same in sound regardless of the caliber of weapon being fired. (A 40mm cannon round whizzing overhead sounds identical to a 5.56). The source of the shots cannot be audibly gauged. Credits to ShackTactical and Dslyecxi for the footage. I used it in the context of education and feedback, I'm sure they won't mind.
  7. Here is my story in screenshots: http://imgur.com/a/DYPgF Tried all password I could have used. None worked. Tried chrome and firefox. None worked. Tried deleting cookies. Didn't work. Any ideas ?
  8. As I come from Operation Flashpoint/Arma series, I was surprise not to find a scripting language in Take On Mars (as SQS/SQF), even with very few commands. a (small) scripting language could eventualy relieve to the missing of functionnalities and/or permits to easily insert random in user's missions. Did you plane to add a scripting language (I saw a sub-forum on Steam "Scripting & Configs") ? Or may I suggest you to add one ?
  9. Hi all, Yesterday we've released a new MP Game Mode "Support" to the development branch of Arma 3. "Support" is a new, helicopter-oriented MP mode based on Sector Control gameplay with a non-combat focus. Players are tasked with transporting their team's forces in and around the Area of Operation, whist providing logistical support by delivering supplies, executing medevac missions and responding to Close Air Support requests. Based on a community-friendly, modular framework, 5 official TvT and co-op scenarios introduce a variety of locations and gameplay conditions, in which competing factions use different types of helicopter to fight for control of the battlefield. Documentation on how to create missions with Support functionality will be posted soon, meanwhile, we have released the following scenarios: [PvP] Support Katalaki [PvP] Support Sofia [PvP] Support Pyrgos [COOP] Support Rodopoli [COOP] Support Stratis Feel free to discuss it here. For more information about how to switch to Development Branch, see http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Thank you and have fun flying!
  10. Recently, Steam has changed how the free applications are managed. Long story; short story, previously the free Apps were part of the default Steam package, meaning every valid Steam account had access to it without any needed action but this is history. The new situation is the default Steam package no longer include new free Apps, meaning, they have be managed through their own package or be part of other packages. This forced us to revised our plans for Arma 3 Samples and for consistency sakes, we applied the same system to Arma 3 Tools. We believe this was a positive change and we are satisfied enough of this new system to think about doing the same for the server. However, before taking any action, we would like to ask, as user, your point of view. What would change? The server package would consistent with our other free Apps, in term of presentation and way of work. Before being able to download the server package, the user would need to subscribe Arma 3 Server via the Steam store, for free. Once subscribed, it would exactly the same as it does now. The only fundamental change is be the subscription model for the accounts which don’t own Arma 3, others will have Arma 3 Server automatically in their Steam library. Feel free to post any question, remark or your opinion about this, I will be pleased to answer you.
  11. Bugs and glitches: Links to latest posts are malformed for not logged in users. They lack the ?view=getnewpost parameter. Only the link to the date (such as: Yesterday, 14:50) has that parameter. Threads with polls light up as unread every time a vote is made. You can vote on your own threads. I mean, the stars at the top of a thread. Missing features: Features that were present in the previous version of the forums that haven't been implemented in the new version yet. Missing ability to set the amount of posts to be displayed per page. Missing badge display in posts for supporters. Currently badges are only displayed in the Profile page. Missing the Community groups. Missing bottom panel showing server time, etc. Smiley selection is way too limited. At least compared to the previous version. Missing ability to set format of time and date. To 24h, american date formatting, etc. Missing ability to state a reason when displaying the "Edited by" text. Missing ability to export PMs as xls. While the "Archive this conversation" feature might help with saving PMs it still seems quite limited compared to the ability to export as xls. Missing button to easily insert videos in posts. Meanwhile, you can embed videos using this format: [media]https://www.youtube.com/watch?v=<ID of your video>[/media] or just: https://www.youtube.com/watch?v=<ID of your video> Missing more forum layouts. There's currently an user made Dark Theme that could be of use to you devs. It's not possible to embed Daylimotion videos. Partially solved or unkown status issues: --- Suggestions and Inconsistent/Suboptimal behaviour: You are directed to the main forums page whenever you log in. You should be redirected to the page you were viewing before logging in, as it happened in the previous forums. Quote or multiquote isn't available in the "Reply with more options" or "Full editor" screen. I mean in the list of posts shown there. IIRC this was also the case in the old version, but it'd be nice to have. The Friends list doesn't seem to serve a purpose right now. One would imagine that they would work, among other things, as a "Contact list", so you can easily select any of them when creating a new PM. Yet, there's no link nor any other way to access your Friends when composing a PM. No inheritance in forums selected via "Filter by forum" in New Content. While not an issue per se, this isn't the behaviour I was personally expecting. I thought that by selecting the parent forum ("or subforums hub", such as the ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT one) all the children elements inherited that selection. Actually, you have to manually click every single subforum for this to work as (I) expected. If this behaviour stays, you could as well remove the parent ones, as selecting them does absolutely nothing and just confuses things. uBlock must be disabled to proceed correctly through the login process. The conflict lies here: Static filter /setcookie? . As in: https://account.bistudio.com/setCookie?client_id=... It's part of the EasyPrivacy filtering. APB seems to also conflict with the login process. Font styles and link format bleed to the blank space after a word or line break. As in: underscore strikethrough link etc. It'd be preferred to contain all that to pages and have styles close after line breaks. The current forum layout uses way too much vertical space. Multiquote limit is inconsistent. While it allows you to multiquote a whole page (20 posts) you won't be able to post that unless you trim it to 10 or less quotes. Search function doesn't allow common scripting/modding or military terms if they are under 4 characters. Such as sqf, sqs, COP, FOB, etc. There's a hard limit of 10 maximum images per post. This limit seems a bit too strict. Latest unread post in a locked thread. Ignore signature popup is clipped. Member since display on post bio. Only shows up on the profile card when you hover over username. Mark threads/indication if BI staff have replied. Custom Syntax highlighting of code. Tapatalk integrated functionality. It is installed however there are issues in the testing we have been performing. Unfortunately, there will likely need to be possibly some changes to Tapatalk client software, because of the unified BI account system. Solved issues: Non-issues that were reported as issues: Won't fix / Add / Re-Implement:
  12. As a (yet another) follow-up of Difficulty/AI Skill settings proposal (also, REF:AI Configuration Analysis & this) I've decided to start a new thread dedicated not to what the AI can and can't do, but to how you, as a player, mission designer or modder can directly affect the AI's behavior. The initial goal is to: DEFINE Together with slightly improved documentation of AI Sub-skills, setSkill command and under-improvement CfgAISkill & page about precision(skill)Friendly(Enemy) (currently incomplete info here, more info here) we'd like to consolidate the configuration of AI on all levels. For that purpose, we've divided the issue into 2 main branches. Global and Per-unit configuration. Please, take a look at the documentation and let us know what you think about the current status, about current options how to configure the AI and also feel free to ask about anything you'd like to know and you feel is missing in the documentation! PROVIDE We'll hopefully get a chance to improve both "branches" soon or later, but our first focus is on the global settings; i.e. player more meaningful control over the difficulty of the AI in Game Options/Difficulty, defined in your .Arma3Profile. One option is to get rid of it completely and leave the decision about how dangerous the AI is going to be purely on the mission designer. #noFlameIntended The other option is to provide limited amount of, let's say 3, hard-set global AI skill presets - carefully tuned by us (with an assistance of your feedback) - that would give a consistent experience and would also let you know what you can expect from a MP session that uses one of such presets. (showing this parameter in server info is intended) For your convenience there still could be one more (advanced) option - a custom preset where you could set, for example, the Skill & Precision of AI to any value. We wouldn't take responsibility for that ;). That would allow you to adjust the AI if you didn't like the presets defined by us, it would allow you to test the effects of those two multipliers on the run or drastically change the mission experience without touching the individual AI units' skills inside it. (More about how they work to be found here) That would also come with separating the AI skill settings completely from the other "difficulty" settings, that serve mainly the purpose of "helpers" (HUD elements...). ENABLE In future, we'll take a look at how we can give mission makers more options for setting units in, for example, the mission editor; for now, we're focus now purely on those global settings: how would you like to adjust the AI globally? I know it's interconnected with per-unit skill settings, but let's say we can - just for a moment - forget about that ;)
  13. Zehn's Advanced GPS, Laser Designator, and Rangefinder Mod Hello to the Armaverse, this is the first release of my first mod, the Advanced GPS, Advanced Laser Designator, and Advanced Rangefinder mod. All three come with new features: Advanced GPS Features: On-map GPS display that changes into an interactive control on mouse-over. More detailed 5-digit easting and northing coordinate system that allows precision down to 1 x 1 m grids on the map. New display that follows your map mouse cursor with larger, more readable text and precise easting and northing coordinates. "Find" function that allows you to enter easting and northing coordinates on which to automatically center your map. Measurment of distance between your position and your cursor. Bearing of your cursor with respect to your position in either degrees or angular mils. Ability to draw a straight line to measure distance and bearing from one point to another. Ability to link with Advanced Laser Designator or Rangefinder to calculate observed position. Advanced Laser Designator and Rangefinder Features: There are four total new items, both the laser designator and rangefinder come in two versions: first focal plane reticle and second focal plane reticle. First focal plane reticles have accurate mil-hashes labeled with numbers. This makes range estimation possible using mil subtensions if use of the laser rangefinder is not possible or not desirable. This also greatly facilitates communication between sniper and spotter. Azimuth display can be changed between degrees and angular mils for more precise long-range direction. Items can connect to Advanced GPS. Coordinates of observed position displayed when connected to Advanced GPS and range to observed position is known. Ability to mark map with observed position if player posesses Advanced GPS. Laser designator thermal imaging is now actually White-Hot and Black-Hot; no more green Advanced Laser Designator and Rangefinder Realism: Rangefinding and target designation lasers are separate. Rangefinding laser is modeled after 1550 nm IR laser found on common modern-day military hand-held rangefinders. Rangefinding laser is not constantly on. The user can control its emission to send a single pulse or a pulse every second. This prolongs battery life and maintains stealth (IR lasers can be seen by night vision). Accuracy of range measurement is +/- 1 m up to 2500 m but decreases beyond that range. Accuracy of range measurement is decreased by rain and fog If rain or fog is dense enough, rangefinding measurements may not be possible. I also threw in a new LRPS clone with an illuminated reticle based on the Schmidt & Bender P4L Fein that has an integrated compass that can also be toggled between degrees and angular mils (again, helping with accurate communications between sniper and spotter). Videos Version: 0.1 Download Location: Dropbox @Zehn_Root.zip or TinyUpload @Zehn_Root.zip -- Extract this into a folder called @Zehn_root in your Arma 3 directory. It includes addons\zehn_root.pbo and addons\zehn_root.pbo.Zehn.bisign. Also included in the .zip file is a mission file to use in testing the items called Zehn_Mod.stratis. After you unzip, drag this folder into your single player missions folder if you want to play around with the items. Class Names: Future Plans: Known Issues: A Call for Help? References: Credits and Thanks: I welcome your feedback, comments, questions, concerns, and criticism. Have fun with it! -Zehn
  14. MISSION COMPLETE!!! See you next time! (286 kB) kB) The 242nd Nightstalkers is an infantry focused realism unit that focuses on serious fun. We believe that the experience that ArmA 3 provides: a serious, challenging, teamwork based environment is in of itself the most enjoyable way to play a PC game. Our previous operation saw numbers over 40 players in stable, cooperative environment, and we are certain that this one will see even more. There is no discrimination between groups and players. Operation Details: Show up on Teamspeak 3: 242nightstalkers.teamspeak3.com at Start time Start Time 1930 EST 3/28/15 Estimated Finish Time: 2330 EST Mod preparation Time: 1800 EST (ALL MODS MUST BE PREPARED PRIOR TO 1900 EST) The Mission CO55 - Operation Circuit Breaker Background Forward In Arms (FIA) is a nascent insurrectionist faction intent on restoring CSAT rule to Altis through the destruction of the current AAF Government. This faction has been highly successful in eroding the both the military and government infrastructures, securing government supplies and equipment, and rallying civilians to their cause through extortion, racketeering, ransom, and bribery.Should the FIA succeed, it would represent yet another massive destabilization of NATO hegemony in the mediterranean region. Despite successful combat operations in and around Agios Dionysios, FIA continues to mount major combat operations in Altis. At 0200 hours last night, FIA sleeper cells on the Molos archipelago seized control of the Molos Airfield and all assets therein, executing all AAF members within the base. Further, a shipping container leaving Altis was secretly carrying a large force of FIA members. This impromptu amphibious assault has left all towns up to Sofia under FIA control. Prior to the overtaking of firebase Soban South of Sofia, American QRF was able to occupy the base and fortify the position against FIA forces. Situation - Enemy Company plus sized force occupies town of Sofia and the Molos Airfield. Hostile company loosely comprised mostly of foot mobile infantry supported by technicals and stolen AAF mechanized vehicles. FIA is currently in command of numerous helicopters and fixed-wing cas assets that have been sabotaged by AAF soldiers. Situation - Friendly Nato Motorized Platoon with attached mechanized, armored and helicopter assets totaling 35 infantry soldiers organized into three squads and one headquarters; three AMV-7 IFVs and One Merkava MK IV Urban Warfare tank. Vehicles x4 HEMMT - Covered transport truck for infantry squads x3 AMV-7 Armored Personnel Carrier x1 Slammer Urban MBT Infantry x4 Rifle Squad (Variable) x1 Weapons Team (Variable) x1 HQ Section (Variable) Mission 242nd Nightstalkers are tasked with the liberation of Molos Airfield from FIA forces. Mechanized Platoon + will advanced from headquarters to eliminate enemy forces in Sofia before liberating Molos Airfield from FIA forces. 242 will then return to base. IED threat is minimal, as FIA have no access to heavy construction equipment, and have had limited time to deploy traps and mines behind their rapid advances. Civilians are currently under curfew, and mortars are not being deployed into the town as a result. FIA forces have to secured several AAF AAA assets and have established a no-fly zone for our assets. Execution 242 Nightstalkers will move motorized beyond phase-line Phantom in convoy formation before dispersing to engage the forces within the town of Sofia. Once Sofia is secure, friendly forces will continue beyond Molos to Molos Airfield. It is requested that all non-operational aircraft within the airfield are kept secure. However, if FIA forces are able to utilize any equipment to any capacity, you are authorized to engage it. Mission will conclude when all forces have returned to base. Positions Open: Infantryman Vehicle Driver (Limited) Vehicle Gunner (Limited) Vehicle Commander (Very Limited, will require prior signup) What you will find: An organized, Large Scale cooperative mission that will strain both your trigger finger, and your ability to operate and communicate with others. A functioning chain of command run by leaders with years of experience in game. A Friendly,open and unrestricted community willing to assist and train new players, and expand into new game modes.. Required Mods - TaskForce Arrowhead Radio - http://www.armaholic.com/page.php?id=23615 TaskForce Arrowhead Radio IS required to participate! Suggested Mods - 242 Nightstalkers modpack - Optional, 138mb ArmA 3 Sync http://www.armaholic.com/page.php?id=22199 ArmA 3 Sync Repository http://72.5.195.222/242a3/public/.a3s/autoconfig ArmA 3 Sync Mods are NOT required to Participate but will enhance your gaming experience. Approved Mods: JSRS Dragonfyre Blastcore Phoenix Operation Details: Start Time 1930 EST 3/28/15 Estimated Finish Time: 2330 EST Mod preparation Time: 1800 EST (ALL MODS MUST BE PREPARED PRIOR TO 1900 EST) How to Sign up?? 1. Reply to this thread with your desired position. OR 2. Simply show up at operations day. Those who sign up *will* be given slot-in priority over those who do not unless the one who registers attempts to JIP after the operation has begun. Those who sign up will also receive any necessary assistance with mod installation. For more information, check us out at Website: www.242nightstalkers.com Teamspeak 3: 242nightstalkers.teamspeak3.com
  15. How get moment when popup action "seat as driver/gunner/passenger"? At now i get like that: _veh = cursorTarget; _getinradius = getNumber (configFile >> "CfgVehicles" >> typeOf _veh >> "getinRadius"); if ((vehicle player == player) and (_veh emptyPositions "cargo" > 0) and (_veh modelToWorld (_veh selectionPosition "pos cargo") distance player < _getinradius)) then { but it's not work some models p.s. Sorry for bad English
  16. Hello I'm Lt L.Arsenault with 1st Battalion 1st Marines. We are a arma 2 realism unit based on the USMC. We play mods such as ACE/ACRE, HIP and Unsung. Our goal is to provide a fun tactical unit for players to enjoy. We run with a no Bull Sh*t rule. We are a new unit and are looking for some players to come join us. We currently have 3 squads open with a total of 9 fireteams and one HQ team. We have training's every second week end (second Sunday) and operations every first weekend on Sunday. We are looking for mature players of any age. to come join us. If you would like to join us contact me on steam or our teamspeak. If you have any questions feel free to ask. Teamspeak - 47.55.32.254 Steam - DeathRoadKillZ Lt L.Arsenault 1st Battalion 1st Marines God Father HQ
  17. if your kicked or banned will you be able to see the same server you where kicked from on the server list or not? I lost session don't know why then I don't see the that server. did I get kicked or banned?
  18. This is a small units addon I'm using for my gaming team needs so I've decided to also puplish it for anyone else might find it useful. It is based on simple retexture presenting some ISIS warriors (Islamic State). These units are using default A3 weapons and there is no other mod or addon dependency ... you can find all classnames into the txt file included (also a server key is included). Nothing fancy ... just some units. Note : into classnames txt file I forgot to mention some backpacks classnames ... so here they are ... Download Link : REMOVED THIS ADDON NO LONGER SUPPORTED AS IT SEEMS THAT MANKIND STUPIDITY HAS GONE TOO FAR (see quote below) Aplion
  19. Right now when you place minemarkers as ZEUS these markers can be seen for all the players on the map. Is there some way to remove so that this wont show at all? Thanks!
  20. Dear BI community, Fellow brothers-in-script! Your wisdom and intelligence is needed, to cast light on subject below. Consider following code: This code indicates (by writing to system chat), the real time took by sleep command to finish. If you would be so kind to try it out, you would notice HUGE differences between results, This spikes can be seen when FPS changes dramatically. from 50 to 20 for example. While FPS is stable, sleep working almost ideal. it sometimes may take slightly less time and sometimes 5x more time to finish. This is of course completely understandable, because of scheduled script execution mechanism arma have. Now comes the question. How one would get execution of script with PRECISE timing, from scheduled environment? Without any relation to current FPS. I tried monitoring diag_tickTime, and fire event regularly with this kind of code And it has slightly better results. But still way not perfect. Peace. mind out. P.S. I noticed some clues from KK blog regarding execFSM, does anyone know if it has any relation to topic?
  21. Please use this thread to provide feedback on the first campaign episode, which has been deployed in today's dev branch update. Avoid spoilers wherever possible! If posting them is unavoidable for some reason (e.g. context for feedback) please place them in spoiler tags.
  22. Planned changes to movement speeds got rolled out this week and now further tweaks are on-going in Development branch. We would like to focus your feedback by letting you know what was changed, what are we testing, ask how you feel about it, etc. Overview from terminanimator Pawel Smolewski
  23. I got 1024 x 1024 x 4m terrain. Satmask and satimg both 2048 x 2048. Satellite/surface (mask) tiles settings as 1024 x 1024 with 16 px overlap. Texture layer size 4x4m. Satmask consists of only two colors green for grass and yellow for gravel. And i get these ugly sharp texture transitions: http://imgur.com/cXiQg4y Tried searching for clues how to improve this but I couldnt find any helpful relevant information. Solid advice and wild guesses all welcome and appriciated.
  24. So, how do you, people, feel about such perspective? New Torment... https://torment.inxile-entertainment.com/ http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera
  25. Thoughts and opinions? Also, here's some further info: http://cramgaming.com/youtube-policy-changes-2014-good-bad-ugly-13050/
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