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Found 117 results

  1. Hi everyone, Jay and myself, with the support of our team, have written a blog about the campaign news that broke earlier this week. This was supposed to happen before it was reported anywhere else. Unfortunately a communications mishap between us and our friends at PC Games, led to it being revealed via their website first. We regret it happened in this way, rather than via a direct message from us. We hope the blog answers some of the questions you have. Survive / Adapt / Win
  2. I'd like to create a hint where the player's kills are shown (how many opfor guys he has killed), and if it's possible, I'd like to show in how many time the player completed that objective.
  3. Aleš Ulm

    Update 1.2158 available

    Changelog: NEW: Multi language support ( FR,GER,SPA,IT,CZE ) NEW: New Bootcamp mission NEW: MoGA Pro controller is now supported NEW: Armory can be accessed form Equip screen NEW: Mission is automatically completed if all enemies are killed and there's no special objectives left NEW: XP and credits are added even when the mission fails NEW: It is now possible to Continue to the next mission after the current one has been completed without having to go to the Main Menu NEW: Game language set according to the system language when possible when starting the game for the first time NEW: The last active operators stays active when after the next turn starts NEW: Visible maximum hit percentages FIX: Performance issues when dragging char / zooming FIX: Invalid texts in Generated Missions FIX: Invalid AP cost/distance displayed FIX: It's now possible to throw grenades into buildings while takein cover next to doors FIX: Used equipment is now removed correctly FIX: AI tweaks FIX: Weapon upgrades now cost more FIX: Pressing gamepad buttons doesn't quit the game while loading levels FIX: + over dozen other small fixes DEL: Removed InApp purchase feature DEL: Removed references to gamepad controls if no gamepad is detected
  4. Hello all, So my problem is, i want a custom crate with custom loads inside, weapons, ammos, items, i merge two scripts but one thing doesn't work. the script called by : _nul = [this,[]] execVM "sack.sqf" Problem nothing appear in crate, if i put just one weapon, it is appear in crate. What i must do for selectrandom works, and add items and ammo in list. In idea i want when player find crate he find random item, ammo and weapons inside, never same. Greetings all.
  5. Had a look around in the wiki for the commands to use but i have fallen short. Does anyone know if an event is triggered when someone opens their gear menu or while accessing a tent? What i would like to do is create a simple hint in the top right of the screen when someone opens their gear menu,backpack and tent which will show how many slots have been used and how many slots are free. If anyone could point me in the right direction that would be great. Thanks Cortez
  6. Hi. Please note that there were some technical issues with update 1.1976 - it seems that the file has become corrupted. Fully working update 1.1977 is now available. We are sorry for the inconvenience. Even if you downloaded and ran the faulty update your game data ( credits, XP, character skills and saved game) were not affected in any way. As a compensation we will be adding some extra content to the language pack update that will be released in a couple of days. Thank you for your understanding. Ales
  7. !!! Due to technical issues the update is postponed for a day. We are solving additional download package corrupted at GooglePlay !!! The App is currently unpublished to avoid any faulty updates. Changelog: * enhanced tutorial * overhauled ingame menu / map / objectives so that they can be easily accessed * medkit is now visible in operator's inventory even when it can't be used * game should now properly start on all devices with Tegra 3 (namely Sony tablets) * skills are capped at 50 * it is now much more difficult to hit characters in/behind a smoke screen * spending 1 AP for extra cover now yields much better protection * adjusted sniper rifle - bigger difference between aimed and basic shot * fixed problem with incorrect ammo count after game has been loaded * remove some audio clips * fixed problem with Hold Position objective in mission two not ending properly * fixed invalid items appearing inside equip screem * fixed problem where finishing fifth level wouldn't open it for use with generated missions * adjusted cover values * fixed close combat bug that sometimes resulted in miss even on very high hit probabilities * fixed several bugs related to camera behavior * fixed guns appearing pink (untextured) * fixed bug with missing walk line and character names * fixed problem with starting the game on Shield device * fixed some situations where movement cost incorrect number of APs * several other minor fixes Arma Tactics currently supports these devices Currently supported only Tegra3 devices: Iconia A110 Iconia A210 or A211 Iconia Tab A510 Iconia Tab A700 or A701 Transformer Infinity Transformer Prime Transformer Pad 300 Arrows X F-02E Arrows V F-04E Arrows X F-10D Arrows Z ISW13F Fujitsu Stylistic M532 Fujitsu Arrows Tab F-05E Nexus 7 One X+ One X Idea Tab A2109 Optimus 4X HD Optimus Vu Pegatron Chagall Pegatron Olipad Xperia Tablet S Excite 10 SE Excite 10 Excite 7 Excite 13 V985 More platforms are coming soon.
  8. MAPFACT RUCKSACK WW4 Hi all, This is a special release of MapFact's Rucksack that adds ammo from the WW4 v2.5 mod and fixes some bugs that happen in CWA. It also adds east mines to the rucksack ammo. This addon is based on Mapfact's Rucksack v1.1, so it also contains all the features present on that version. While initially this addon was created for personal use, BadAss kindly granted permission to make it public. In order to differentiate this version from the regular MapFact releases he asked me to rename it to “WW4†instead of continuing the version numbering (which would make this v1.2). So, this is finally version 1.0 of the WW4 branch. Please refer to the “Readme_eng.htm†file in the “old v1.1 docs†directory (online version), in the linked file, for extended info and instructions about how to use this add-on. You can also find more information in the old release thread of v1.1. Also, in the included pdf you'll find a list with the class names of all the ammo. You can also read the file online here. The linked file below also includes a demo mission. Download MAPFACT'S RUCKSACK - WW4 v1.0 - http://www.mediafire.com/download.php?jmg4me45m8purk5 - http://www.multiupload.nl/ASISRBCMTJ More screens: ADDING RUCKSACKS TO YOUR MISSION Copy/Paste this in your mission's init.sqs: ; Init MAPFACT's Rucksack - WW4 ~1 [] exec "\MAP_Rucksack\Scripts\MAP_RuckInit.sqs" To add the rucksacks to units it's recommended that you use this script package: MAP AI RUCKSACK - WW4 It will automate the process of adding rucksacks and will also allow AI units to make use of them (so they can use the ammo stored in them when they run out of it). USE: [<unit>,<template to use>,<SD ammo?>,<HD ammo?>,<rucksack type>,<generic class>] exec "MAP_AIruckWW4\add.sqs" EXAMPLES: [this,"west_shadowops",false,false,"MAP_RucksackAlice"] exec "MAP_AIruckWW4\add.sqs" [e1u2,"east_army",false,true] exec "MAP_AIruckWW4\add.sqs" [unit1,"west_recon",false,false,"","sniper"] exec "MAP_AIruckWW4\add.sqs" Check the readme in the linked file for more info. DEMO MISSION: http://www.mediafire.com/download.php?uc8bkauh29oa9ts Includes the scripts MAP AI RUCKSACK - WW4, HEAL GROUP and an updated version of REASSIGN WEAPONS WW4. If you don't want to allow AI units to use rucksacks or you have your own method to add them, you still need to add this "fired" eventhandler to the units you want to use their rucksacks: _unit addEventHandler ["fired",{if (_this select 1 in MAP_RuckSackTypes) then {_this exec "\MAP_Rucksack\Scripts\MAP_DropMag.sqs"};}] HOW TO USE THE RUCKSACK To take a magazine out of a rucksack you need to do the following: Select the rucksack in the actions menu If the desired magazine isn't loaded, select the desired mag in the actions menu and reload it Fire the rucksack like any other weapon You will bend down and put a single magazine on the ground Pick up the magazine you just dropped. Don't take too long to pick up the dropped magazine, as it will disappear after a couple minutes. AIs aren't able to use the rucksacks. If you're the squad leader you can order an AI to drop a whole magazine pouch, so you can pick it up and drop single magazines yourself. Then order the AI to pick up those single magazines. Please use the med-kit only when you're hurt. Otherwise it'll be wasted. CHANGELOG WW4 v1.0: - Added support for WW4 ammo - Dropped magazines are a bit ahead from the player now, so they're clearly visible - Players can interact with dropped magazines instantly - CWA: Fixed player being stuck when placing or packing tents and camonets - Fixed instance where player wasn't able to pack something if he still had loaded (although empty) the thing that he wanted to pack - Minor corrections to stringtable.csv - Added Mine East CREDITS Original addon: BadAss, Flashpoint_k and raedor (see “Readme_eng.htm†for extended credits) WW4 version: kenoxite
  9. Hello everyone am Tomáš, from Czech, a greenhorn here. Few weeks ago I started (again! :-)) playing OPF with some friends of mine and its real fun even after the ages from its release. We bought the Platinum Edition of the game and installed CSLA II (2.20) mod. Then I found Solus' amazing SLX Mod, but I cant figure out how to get it working with CSLA II. Is there any possible way to achieve this? I tried to replace the config.bin in Operation Flashpoint/CSLA/BIN by that I found in the CSLA+@SLX/bin directory and then run the game in various ways like: "C:\Program Files\Codemasters\Operation Flashpoint\!CSLA_Start.exe"-mod@SLX;CSLA;CSLA+@SLX"-mod @SLX;!CSLA_Start.exe;!CSLA_Start.exe+@SLX "C:\Program Files\Codemasters\Operation Flashpoint\!CSLA_Start.exe"-mod @SLX;CSLA;CSLA+@SLX" "C:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe"-mod @SLX;!CSLA_Start.exe;!CSLA_Start.exe+@SLX "C:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe;CSLA;CSLA+@SLX" But none worked. I know I am a lamer in this. There is surely an easy way to get it working. Would you please help to improve our game? We would be really greateful. Thank you all for your time.
  10. Hi Carrier Commanders, A new update for Carrier Command has sailed in - shipment includes a number of game and campaign fixes, plus improved mod support for creative commandeering. Important information Save games created in versions 1.1.0026 and older are not compatible. The game will notify you if the Save file was created in an incompatible version. Patch highlights DRM is removed Added better mod support (mod packages may now be loaded through exe parameter) Fixed chapter 2 campaign blocker (cutscene playback in FPS mission after Chapter 2 timeout) Fixed Outpost objective Fixed enemy carrier disappearance after the “End classic campaign†dialog and more… Readme The update can be downloaded from http://www.carriercommand.com/updates - the Steam version will be updated automatically.
  11. Hi community! Unfortunately you've had to wait for a while for any news on Arma 3. Today we've published a brief update on our website about the project. I realize it may not be the news you were hoping for, and there are not many details as of yet. In all honesty, even we are still in the dark about various aspects, but please stick around for more information in the new year. The team definitely is keen on getting the game done as best and quickly as possible :) Source: bistudio.com
  12. hi there We have started hosting a Takistan Life server with stat save for those who want to take a break from Dayz. filter: ZA Gamers. No mod downloads are required, for those who dont know what Life server are can view clips youtube. we got over 120 players in under a week. Stats are saved and persistent Check it out :) Thank you / Kind Regards
  13. I'm trying to make a mission somewhat based on Homer Johnston's Operation Mongoose (Link) for lower player counts. 1. I'm trying to make it so that, after the in-game mission briefing, 1 player (me) should be able to make his group teleport into the sky (via addaction-flagpole) for a parachute jump. Right now, i'm able to do this for 1 player only, not for a group. It doesn't have to be from a plane. 2. If possible i would like the teleport to be somewhat random. The group should teleport to a different place everytime the mission is replayed. 3. Is there any possibility to make the players inside the group teleport a minimum of distance away from eachother? So they don't fly too close to eachother and to make sure the players need to find eachother and regroup after landing. 4.Currently i'm doing this without any HALO script, but i would like the players to be able to know their height ASL while falling, is there any easy way to add this? Thx for the help!
  14. hi all, Description: New template which includes a FOB for the GAL army and a police base I added simple Hesco and barbed wire,many sandbag wall and defense post. Ideal base for TvsT and defense missions. Features: - towers guard (1 guard) - 1 FAARP - 1 New small Bunker - many characters with animations - Helicopters: 3 UH-1H - Artillery: 1 Podnos 2B14 - Boats: 4 PBR Gun boat - Vehicules: 4 VBL 12.7 3 VAB 12.7 4 AIFV M2 2 VAB policia Pictures: Credits: IceBreaker for your awesome map Required: Lingor Lingor Units Link: Multiupload http://www.multiupload.nl/3OLQAM3KRU [new link fixed ] http://www.armaholic.com/page.php?id=18163 [Armaholic V1 Fixed]
  15. Hi Carrier Commanders, After some time of beta-testing, we've now made the release candidate of patch 1.03 available. This should implemented a number of game- and campaign-related fixes, plus refines the ground unit pathfinding by improving the Walrus AI and island navigation data. Important information Save games created in versions 1.1.0026 and older are not compatible. The game will notify you if the save file was created in an incompatible version. Patch highlights Fixed startup shader cache problem (thanks to Species1571) Fixed walrus hook bug (Drop sometime caused walrus to capsize) Improved barque handling and more… Readme The update can be downloaded from http://www.carriercommand.com/updates - the Steam version will be updated automatically.
  16. Hi Carrier Command Community, As most of you might already know, we've released a day-zero patch for Carrier Command: Gaea Mission. Important information Save games made with previous versions are not compatible with version v1.02 (this update) This patch is for non-Steam versions of the game, requiring any version from the initial retail release v1.01 Steam and other digital platforms will be updated automatically as soon as possible. Patch highlights Save game corruption bug fixed Improved stability Various Walrus AI improvements Numerous Localization fixes Various campaign script fixes and improvements Readme The update can be downloaded from http://www.carriercommand.com/updates
  17. Hi all, We hope you're enjoying our brand new game Carrier Command: Gaea Mission. We've already seen many people posting their experiences, suggestions and issues on the forums and we hope you continue to do so! In the meantime, if you're playing the Windows PC version of the game, make sure to keep track of the official Carrier Command website, Facebook, Twitter and forums, so you'll know when a new patch has been released: Update 1.02 Released 28-09-2012 Fixes include save game corruption bug fixed, improved stability, various Walrus AI improvements, numerous localization fixes, and various campaign script fixes and improvements (complete README file is included with the download). Please note that save games made with a previous version are not compatible with this patch. Steam versions receive this update automatically. Update 1.03 Released 07-12-2012 Fixes include improved stability, improvements to Walrus AI and island navigation data and fixed achievements (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically. Update 1.04 Released 15-02-2013 Various game and campaign fixes, improved support for modding, DRM is removed and there is a separate patch version for the SDK installer (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically.
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