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Found 104 results

  1. Has anyone noticed mods gone missing between branch switches? It seems some mods get deleted and then have to be redownloaded during these changes (happens automatically). I haven't pinned down exactly how or why, but i've noticed mod folders completely disappear from the ARMA root folder (not just in the launcher...) If anyone has any insight, i'd appreciate it and maybe a way to stop this from happening... Thanks all.
  2. Do you know Steamgifts.com? I'm wondering if some of you guys know the website steamgifts.com and visit it from time to time? I'm frequently create giveaways on steamgifts.com and it is possible to allow only members of specific steam groups to enter the giveaways, so i thought it would be great to allow only members of the BIForum and a few other to enter the giveaways. i searched on steamgroups for a forums.bistudio.com group but i don't found such a group. there is also no official bohemia interactive steam group or i missed it. A official Bohemia Interactive Steam Group or a official BIF Steam Group would be great to use it on steamgifts.com :)
  3. 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.
  4. build 1.63.130810 has just been released on Steam in Beta branch for Arma 2: Operation Arrowhead Engine: Data: http://forums.bistudio.com/showthread.php?191811 note: this is newer than released 'stable' 1.63 ! warning: as data differs to stable 1.63 it might cause issues on some servers / mods - please tell mission authors/mod creators/server owners to work on support new data before it become new stable
  5. In modules, I'm trying to use Set Position/Rotation, however the module will not let me change "Rotation" from Yes to No for some reason. I have all the objects pointed in their own directions and I was wondering if there was a reason why this module won't let me change it to not force rotation. http://i.imgur.com/xFPFEnR.jpg (147 kB)
  6. therealdoge

    Zeus with Multiplayer

    I figured it out, can this thread be deleted? I had to set the Zeus module owner.
  7. In case you missed it, we now have official Arma 3 Steam Workshop Collections for the Make Arma Not War winners, finalists, and all other entries! *Not all Make Arma Not War contest entries are available on the Steam Workshop. For the full overview, please go to http://makearmanotwar.com/entries.
  8. Hi there, with the upcoming Steam Workshop for mods, we will change how files are stored on Workshop, allowing more files to be uploaded for both new and old items. This means that a single addon (file) item now published on the Workshop will be able to become a mod (more files), and go back to a single file addon again, depending solely on its author, as it should be. This also means the addon tag will effectively become irrelevant, because there will be no difference between addons and mods. Therefore we want to get rid of addon tag and use only tag mod as a general notification for non-mission user content. We believe this is more clear and more useful to the players. What should you do? In short: nothing. Ideally, we don't want you to notice. :) The expected functionality should remain unchanged for all users. I am posting this mostly for the sake of transparency. What will we do? Update all existing Workshop files tagged with addon to also include tag mod . Update Publisher to auto-include tag mod . Update Launcher to display mods in Mod list (addon list will be renamed to mod list). Implement the new SteamWorks SDK that allow multiple files per published item. Publish versions with the new SDK to Stable branch. When everything is working, remove addon tag from all mod files and delete it from Steam back-end. Note (5.): Don't expect this change before version 1.38.
  9. build 125402 has just been released on Steam in Beta branch. this is newer than today released 'stable' 1.63 !
  10. Beta build 125402 has just been released on Steam. Change log: - fixed Steam command line parameters parsing - PlayerID is now SteamID - improved BattlEye implementation (Steam Launch options updated)
  11. As some of you may have noticed new Beta was released yesterday. Same as before use "beta" branch under Arma 2 Operation Arrowhead to access this version. How-to-change-Arma-branches-between-STABLE-amp-DEVELOPMENT Changelog: - GS lobby removed - EXE signature fixed
  12. It really would be great to have an official BIS-released vanilla addon or DLC of Chernarus for Arma 3. I know, there are methods to implement Chernarus and even Chernarus+ into Arma 3. But it is always connected with issues, flaws and error messages (before game start, in menu, in editor, in preview, script errors). I would even PAY for an A3 Chernarus DLC (though I own the preorder supporter editon of A3). Just the pure landscape, A2 weapons and vehicles don't have to be included (though it would be great). Nothing would have to be improved ('old' textures and such). Chernarus is one of the most beautiful and amazing landscapes ever created. It should be taken over and made be playable without any errors. No, I am not beating down on Karts, but imho most players should be happier about a flawless and inherently supported vanilla Chernarus (and Utes) than about those Karts.
  13. basically has anyone acomplished the task of interupting the MoveTo command in a FSM? our group cannot figure out why we cant interupt it. is there any other commands that we could look into? basically our AI is following the players path a bit too much its quite funny but annoying at the same time
  14. Patch contains MP steam lobby and is distributed only for steam version of game (Arma2: Operation Arrowhead Beta) To be to able to use Steam lobby you must - run game from Steam client, so proper application ID is used - to start public server you must not be hidden behind NAT - to start DS, steam_appid.txt must be present (so DS knows product ID) - steam dlls must be present For more details please read http://forums.bistudio.com/showthread.php?175463-End-of-Gamespy
  15. Hi! :) I have a problem with mlod and lod textures. I trying to edit buildings in 3ds max, but these textures are buggy. How i can fix it? (Sorry for my bad english. :D)
  16. New Beta was released. With one huge change - this beta is not part of Arma2: operation Arrowhead beta product, but is a branch of normal Arma2: operation Arrowhead. This was needed so both beta and normal game have the same product ID. How-to-change-Arma-branches-between-STABLE-amp-DEVELOPMENT. Changelog: - added steam ownership checking - BE update edit: you need to restart steam to see it :) edit2: Arma 2: Operation Arrowhead - Dedicated Server now has branch "beta" as well
  17. Hey Folks, I'm experimenting with an Sphere, to make it grow after player input. Is there any possebility to manage this? And: how can I spawn this sphere from an BAckpack? Greets, Biwi P.S: I've already posted the same topic in the ArmA2 Section, but accidentally...
  18. Steam Trading Cards released! Today we released Steam Trading Cards for Take On Mars. By playing the game and collecting Trading Cards, people can obtain various pieces of artwork - which can be crafted into badges, drop loot in the form of profile skins, or even offer rewards such as Steam discount vouchers. Furthermore, on October 3rd, we intend to release a major new update for Take On Mars. Titled as the Deimos content pack, this free update adds two brand new locations for you to explore, a new Zero-G Probe vehicle for zero-gravity environment, plus new features such as ‘Dynamic Mission Generation’, a revamped ‘Part Failure System’ and the expanded ‘Dynamic Weather System’. The price of Take On Mars will also be increased to 13.99 EUR/ 17.99 USD/ 11.99 GBP on October 3rd. The game is currently available as an Early Access title on Steam and Store.bistudio.com for 9.99 EUR/ 12.99 USD/ 8.99 GBP. http://www.bistudio.com/images/stories/tkom/tkom_trading_cards_large.jpg (399 kB)
  19. Hello everyone, this Friday (6th September 2013) expect to see Steam Workshop support added to the development branch. Though this will appear in the main branch at the start of next week, this will give you the chance to try it out as soon as it is available. Also worthy of note is the addition of our Workbench suite, used to create your own particles, locations, materials, and much more. With the Steam Workshop support comes the full support for 'addons' - modules that add vehicles, locations, models, textures, sounds, and so on, to the game. These can be enabled/disabled in the main menu of the game in the Addons menu. To help you guys get started on making your own addons, we will also release the official example addon, which adds an example location to the game, as well as a 4WD Buggy, complete with a machine gun. Rest assured, this is to simply show what the addons are capable of, and Take On Mars is not heading for "violent exploration". To briefly outline what the example addon will contain, here is a list of goodies: - "Example Crater" location, to show how additional locations are automatically added to the campaign (if their .loc file is defined) and how these locations may be used in the editor and for scenarios - 4WD Buggy vehicle, customizable in the Rover Lab, demonstrates how custom vehicles with varied functionality can be added to the game - Sounds for the Buggy and its mounted MG, engine and so on - Models for the Buggy, including the vehicle itself as well as the turrets - Materials for the Buggy, showing how custom materials and textures may be added Following shortly thereafter will be a couple of videos to help modders get into using the added Workbench suite, as well as a video detailing how configs work, what each sections does, and a video detailing what each part of the example addon does and how it was achieved. Hopefully we will see some spectacular addons coming up within the next few weeks. A lot to look forward to! Just to give a little tantalizing taste of the buggies to come in the example addon, here are a few screenshots: http://dramthethief.com/uploaded/Buggy1.jpg (129 kB) http://dramthethief.com/uploaded/Buggy2.jpg (199 kB) http://dramthethief.com/uploaded/Buggy3.jpg (161 kB)
  20. Deformal

    Gamepad support!

    Greeting! I have gamepad Logithech F510. ARMA 3 supports it really well for hardcore PC shooter. The only problem is that control of helicopter is quite bad. Z axis and fire battons work on the same triggers. And I can`t remap them? Can you include full remapping for gamepad?
  21. How can i make the A-143 Buzzard rearm when I land on the airfield? I know how to set it up to rearm when i enter a trigger with the SetAmmo module, but if I have to land on the airfield first?
  22. We plan to add quite some new tags categories ... logical complains or really worthy suggestions, ideas are welcomed NOTE: this is more of experimental so we get some feedback on it before enabled this is sister thread of STEAM discussion: http://steamcommunity.com/workshop/discussions/-1/864976115275259971/?appid=107410
  23. Free Stratis by becario_alex Description: Stratis has been invaded by the OpFor army. They have taken control of the main settlements and facilities in the island and they are planning on launching a large scale attack on Altis from there. BluFor has been sent there to recover control of the island. They have secured Stratis Airbase and created a FOB there. They have also secured another small FOB on the east of the island. Take your men and regain control of the island. Features: VAS (Virtual Ammobox System). EOS (Enemy Ocupation System). Respawn selection (west or east). Vehicle Respawn. Disabled friendly IA. 10 conquerable sites. Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. http://www.armaholic.com/page.php?id=22140 This is a simple mission I created to test EOS and see how it performs. I managed to create the different tasks for each settlement and a final one in case any of those settlements are recaptured by OpFor. I think it would suit any group of friends that want a quick action mission. I also removed the sniper rifles from VAS. If anyone is interested I can add more player slots and/or create different squads. Please tell me how can I improve it. A friend told me to include a admin panel in the mission but I have no idea of how to do it :confused: For testing purposes I just copied one from Wasteland, but I haven't tested it yet (it's not in this release).
  24. Today we've released our brand new installment in the Take Onâ„¢ simulation video game series, Take On Mars. Available exclusively on Steam (Early Access) and Store.bistudio.com for 12.99 USD/9.99 EUR/8.99 GBP, Take On Mars is one of the 'smaller' and perhaps more experimental projects from our stables. At the same time I think it's also one of the coolest - especially if you're into space exploration like many of the Bohemians Interactiveans. If not, For those who hear about Take On Mars for the first time: in short, the game provides you with the opportunity to enlist as a Rover Operator and explore real locations on Mars (check the gameplay trailer below). With a scientific arsenal at your disposal, you will work your way through the numerous Science Missions in each of the locations, unlocking the secrets of Mars' distant past. And... as with any space exploration mission, the initial launch of Take On Mars is just the start of the journey. By making the game available as an Early Access title on Steam, we hope to create the most dynamic exploration sim game possible. Thus, besides the Space Program campaign and the individual scenarios, the game also comes with a scenario editor, Steam Workshop integration (to be added later) and modding support. Regular updates to the game are to be expected, and all players are welcome to report game issues or provide suggestions to the dedicated TKOM Feedback Tracker. Of course, we also invite you to the Take On Mars section on the forums. Marti(a)n Melicharek is actively replying to questions, and all of us are very curious to know what you think of the game! "Mars is there, waiting to be reached." - Buzz Aldrin
  25. Dear community, Steam is becoming very significant part of today's PC Gaming as well as it was crucial part of the success of Arma 2 / Operation Arrowhead. There are already many games that are simply Steam only but Bohemia Interactive so far tried to stay service agnostic as we did not like concept of enforcing our users in any direction. What is your opinion, should we make our games Steam only or provide Steam specific enhancements or not?
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