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Found 70 results

  1. I've been trying to play modded missions with my friends and allow them to make custom load outs using the virtual arsenal. I've done many missions in the past without problems and i'm not sure whats going on now. Basically when I place a unit or play as a unit and go into the arsenal i have the attachment on my gun that it spawned with. Then when I click on the weapons tab in the arsenal the current attachments that I spawned in with will disappear and there will not be any attachments options showing up in the right corner like normal. If someone could help I would appreciate it a ton! this has been driving me crazy!
  2. Hello, this is my IA2 for Arma 3. Images: here The IA2 is the new rifle designed and built in Brazil by Imbel. The IA2 and its variants being distributed in 2012 to some security forces and is planned to replace the old FAL, M16A2 and HK33. To more info about this weapon see: http://goo.gl/4bshFz Changelog: v0.1 Alpha(26/07/2016) -alpha release v0.2 Alpha(05/08/2016) -texture improvement v0.3 Alpha(17/08/2016) -added a compatibility pbo with ACE3 -changed the sound to TRG-21 samples -minor texture fixes v0.4 Alpha(27/09/2016) -several texture improvement(dust, scratches, oxidation effects) -.rvmat adjusts -adjusts in memory points -minor fixes v1.0(28/11/2016) -minor texture fixes -added a compatibility pbo with SMA(made by Jonathan Pereira) v1.1(21/02/2017) -Added m203 variant(ALPHA) -several bug fixes -minor texture changes -removed compatibility pbo's, now they will be a standalone pbo's v1.2(28/02/2017) -reworked the iron sight mesh and texture -some mesh improvements -added m203 F black variant v1.3(04/05/2017) -several texture improvement -corrected the sight position -corrected proxies positions in .p3d files -added short barrel variant -name of the weapon padronized, now its follow the game standarts -changes in shadow lod of all variants -minor fixes Known bugs/issues: -3d model blank spaces -normal map issues in all variants Classnames: Green variants bsoc_gus_ia2c bsoc_gus_ia2f bsoc_gus_ia2f_m203 bsoc_gus_ia2fc (short barrel) Black variants bsoc_gus_ia2c_B bsoc_gus_ia2f_B bsoc_gus_ia2f_m203_B Credits and thanks: - vfn4i83 for help(3D model) - All BSOC members for support - All the Arma community for feedback - Bohemia for this awnsome game - IMBEL® Download 1.2(Old) Google Drive: here Download 1.3 Google Drive: here Steam Workshop: here Armaholic: here ACE3 compability 1.3: Google Drive: here Steam Workshop: here Armaholic: here This addon is under Arma Public Licence (APL) see this link for more information. This addon will be not updated anymore, it has been moved to BSOC:Brazilian Forces Weapons For now only avaliable on Steam, it will be released in the BIS Forum soon. ---------------------------------------------------------------------------- Consider take a look at our facebook page(PT-BR). Thanks!
  3. Hello I juste want to know how to take of the ammo of this gun -- > Because I want the minigun but I don't want to have this gun so please help me ^^ (Sorry if my English is bad I am french)
  4. Hey can someone explain how to set the damage of a weapon to 0 ? so no one get damaged by the weapon ? the same with the sound of the weapon it always playes the same sound by shooting.. emptySound[]={"\Taser\sound\Sound_S1.wav",1,1}; opticsZoomMin=0.375; opticsZoomInit=0.75; opticsZoomMax=1.1; memoryPointCamera="eye"; fireLightIntensity=0.012; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; modes[]={"Single"}; class Single: Mode_SemiAuto { reloadTime=0.05; dispersion=0.00092999998; minrange=2; minRangeProbab=0.30000001; midrange=250; midRangeProbab=0.69999999; maxrange=500; maxRangeProbab=0.2; sounds[]={"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"Taser\sound\Taser_Shot", 0.177828, 1, 10}; closure2[] = {"Taser\sound\Taser_Shot", 0.177828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin2[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin3[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin4[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin2", 0.25, "begin4", 0.25}; }; this i found on the internet but it doesnt work for me
  5. Hi, I hope this DLC wiil give us some improvements for the firing system of all Arma aircraft. I have on mind the fact, the CAS support is absolutely inefficient. Jets manned (by player) are focused on maneuverability and radar/targeting acquisition. But, please, keep on mind that full AI jets should be efficient for supporting players. And this way isn't evident till yet. The CAS module is poor, not to say rotten. Players should ORDER a jet firing at any target, or even ground position, regardless of knowledge about enemy or any target or some weird consideration. The Arma engine doesn't have to decide for a player the opportunity to fire or not a bomb on a position. In other words, let the player decide to order a bomb release where he wants, when he wants, against who/what he wants, even on empty places or at sea. Right now, try to order an unguided CAS on any point of Tanoa forest, take 3 coffees,... abort. Frustrating!
  6. JonnyCross

    L110A3 - WIP

    Hi guys terribly new to modding just decided to crack on with she released arma 2 models in an attempt to create an L110A3 Maximi (7.62mm) Minimi allegedly in service with UKSF. UK community could do with some love. If any one is willing to lend me a hand it would be greatly appreciated (experianced modders, texturers), on completion of this mod I intend to release a public version complete with MLODS etc, for further enrichment of the community.
  7. Hey guys, I'm trying to put something together that will prevent players (Co-op) from picking up the weapons off a dead AI. It was easy enough to prevent them going into a dead AI's inventory but I'm stuck for a solid idea on how to stop them getting the weapon that gets dropped on the ground. At the moment I can use this on an AI once it dies: {_x enableSimulationGlobal false} forEach (nearestObjects [_unit,["WeaponHolderSimulated"],5]); This works, but it causes the player to level their view horizontally for what seems to be one frame, which is kind of distracting. Is there a batter way to achieve this?
  8. Ok, so this post was previously asking why I couldn't get a weapon picture displaying in a RscPicture. Kinda got that working except that the picture flashes on and off constantly and I don't know why. I haven't encountered this before with displaying pictures (albeit custom .jpgs). Dialog: class loadoutMenu { idd = 2000; movingenable = false; onLoad = "nul = [] execVM 'blufor\loadouts\weaponPictures.sqf';"; class Controls { class MainRole_Primary: RscPicture { idc = 2002; text = ""; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 7.5 * GUI_GRID_H + GUI_GRID_Y; w = 8 * GUI_GRID_W; h = 8 * GUI_GRID_H; }; }; }; weaponPictures.sqf: params ["_mainPri"]; waitUntil {!isNull (findDisplay 2000)}; _mainPri = getText (configfile >> 'CfgWeapons' >> 'arifle_MX_GL_ACO_pointer_F' >> 'picture'); ctrlSetText [2002,_mainPri]; So how do I stop it flashing?
  9. Normalized weight Marksman DLC Weapons and Magazines. DLC Weapons is too heavy, so I created more realistic version. Normal Version Class Name L_srifle_DMR_02_F MAR-10 .338 (Black) L_srifle_DMR_02_camo_F MAR-10 .338 (Camo) L_srifle_DMR_02_sniper_F MAR-10 .338 (Sand) L_10Rnd_338_Mag L_srifle_DMR_03_F Mk-I EMR 7.62mm (Black) L_srifle_DMR_03_khaki_F Mk-I EMR 7.62mm (Khaki) L_srifle_DMR_03_tan_F Mk-I EMR 7.62mm (Sand) L_srifle_DMR_03_multicam_F Mk-I EMR 7.62mm (Camo) L_srifle_DMR_03_woodland_F Mk-I EMR 7.62mm (Woodland) L_srifle_DMR_04_F ASP-1 Kir 12.7mm (Black) L_srifle_DMR_04_Tan_F ASP-1 Kir 12.7mm (Tan) L_10Rnd_127x54_Mag L_srifle_DMR_05_blk_F Cyrus 9.3mm (Black) L_srifle_DMR_05_hex_F Cyrus 9.3mm (Hex) L_srifle_DMR_05_tan_f Cyrus 9.3mm (Tan) L_10Rnd_93x64_DMR_05_Mag L_srifle_DMR_06_camo_F Mk14 7.62mm (Camo) L_srifle_DMR_06_olive_F Mk14 7.62mm (Olive) L_MMG_01_hex_F Navid 9.3mm (Hex) L_MMG_01_tan_F Navid 9.3mm (Tan) L_150Rnd_93x64_Mag L_MMG_02_camo_F SPMG .338 (MTP) L_MMG_02_black_F SPMG .338 (Black) L_MMG_02_sand_F SPMG .338 (Sand) L_130Rnd_338_Mag Complete Version Class Name is same as vanilla. Alternate Downloads Normal http://macchky.net/dl/@light_marksman_dlc.zip Complete http://macchky.net/dl/@light_marksman_dlccomp.zip Changelog 2016/2/9 - v1.0.2Add asdg_jr config to Normal versionUsage: Copy pbos from "option" folder to "addons" folder 2016/2/9 - v1.0.11 Typo fix Complete Version Released 2016/1/26 - v1.0.0 Released Credit macchky BI
  10. Addon by Krzychuzokecia Today is a 225th anniversary of declaration of Polish May 3rd Constitution - world's second constitution, adopted to reform political system of Polish-Lithuanian Commonwealth. The Commonwealth was troubled by corruption and disproportionate power of nobility. King Stanislaw August Poniatowski initiated the reforms, which brought this constitution to life, seeking to not only regain his monarch power but also give political rights to people who were not noble themselves - townspeople. Thus the May 3rd Constitution was truly revolutional, and like every revolution, sparked a fierce opposition. Nobility soon started a conspiracy aimed against king and constitution, and found allies in Russia, Prussia and Austria. This alliance, called Targowica Confederacy, abolished May 3rd Constitution and sent the Commonwealth on it's way to fall - foreign powers used this opportunity to partition Poland, and end it's existence for 123 years. To celebrate this aniversary, I've decided to release my addon of Beryl Mod.96C assault rifle - a general-issue weapon in Polish Army. Beryl Mod.96 is a Kalashnikov-derived rifle, firing 5.56x45 mm NATO cartridge. Issued in late 90's it was best friend of Polish soldier on demanding battlefields of Iraq and Afghanistan. It is a battle-proven design and it's latest "C" variant can make use of modern opto-electronical aiming systems, thanks to it's set of MIL-STD 2324 rails. This model is something I've started making back in 2012 for Karbala mod, and it went through several redesigns. The variant in today's release is an off-shot of my still continuing work for Silent War Mod - one of the oldest still active mod teams in OFP history. However, I won't dare to say that it is completely my original work. Being a rather rookie modeller, I send my thanks to other generous addon-makers, such as: Vilas, Jackal326, Offtime, DaSquade. Without help and support from these guys, I could never make this addon. Full credits are in attached "Beryl Rifle Instructions" document. Also included is single-player mission "FPSC - FlashPointShootingCompetition". For details see this post. Now, enough of this babbling - let's have some fun here! Requirements: Operation Flashpoint: Resistance 1.96 or ArmA: Cold War Assault 1.99 JAM3. Download: Mirror 1 (ge.tt) Mirror 2 (ModDB). And one last political message in this post full of politics but devoid of fun:
  11. I wonder if it is possible to get the initial speed of a bullet before shooting it. I think about writing an aiming help for moving targets where a crosshair is drawn at the point that u have to shoot at to get a hit.
  12. Hello, retexturing the Vermin .45 SMG (Vector/SMG_01) is currently impossible, I`ve been told by [da12thMonkey] that it seems its .p3d is not set up for using hiddenSelections and hiddenSelectionsTextures via config file. I`ve been trying to retexture some of the vanilla weapons and got the Mk18 (M14EBR/srifle_EBR_F) aswell as the TRG21 variants (TAR-21/arifle_TRG21_F/arifle_TRG21_GL_F) working with a custom texture by creating a new class from each of the weapons mainclass. As to the Vector, I had no such luck, the weapon kept its original texture no matter what. Any chance that the vector`s .p3d will be changed in a future update to accept hiddenSelections and hiddenSelectionsTextures?
  13. Scripted Gear Automator What does it do? This little mission / script aims to help mission devs with dressing up their units. The result is a piece of code that can be used to fully kit out friendly and enemy units. How does it work? Simply start this mission in the editor and use the Arsenal on the box in front of you. When you’re done creating your ultimate badass simply scroll your mouse and select the “Copy to clipboard†option. BLAM! Your code is ready to be put into your mission script! Where can I get it? DOWNLOAD OR
  14. Since the "Killed" EH does not provide the weapon/object which killed the unit, I was looking through the other possible EHs (Dammaged, HandleDamage, Hit, HitPart), only to find that each one of these is either fireing multiple times for each damaged/hit part or potentially NOT fireing at all. So, if I wanted to print a single line to the log, mentioning the killing weapon/object, which would be the most senseful (most efficient) way of doing that? Best wishes, Johnny
  15. Hey There, I've just started making my first weapon mod for arma 3 and while I feel I've got most of it figured out, I'm nearing the completion of the high poly model and I just wanted to know what are the polycounts for vanilla arma 3 weapon LODs just to make sure my stuff runs smoothly. I tried to find some examples, but all I dug up was arma 2 stuff, and I'm not interested in those. Any help would be appreciated. Cheers
  16. krzychuzokecia

    Magnum Force - revolver pack

    Version 1.2 An addon by Krzychuzokecia For all the enthusiasts of "the most powerful handgun in the world" - the iconic .44 Magnum Smith & Wesson - I give You MAGNUM FORCE! Have You ever dreamed about being just like Your childhood idol "Dirty" Harry Callahan? The dreams come true! So don't waste Your time, and feel the unleashed power of .44 Remington Magnum! This addon contains 4 variants of the Smith & Wesson N-Frame revolver: iconic Model 29 with 6 inch barrel, Model 29 with 4 inch barrel, stainless steel Model 629 with 6 inch barrel, and Model 625 JM - .45 ACP match gun named after Jerry Miculek, world's fastest shooter. Class names are provided in readme, additionally You can find those guns in editor, under class "Empty->Ammo". There You'd find ammo box and weapon holders. Also, under class "Civillian->Man" there are three units armed with Smiths. Requirements: Operation Flashpoint: Resistance 1.96 or ArmA: Cold War Assault 1.99 JAM3. Credits: Krzychuzokecia - models, textures, config Bohemia Interactive - basic S&W model and texture Wannabe - model and texture of Hogue grip Sam Barker (Jackal326) - sounds Earl, Suchey - muzzle flash textures JAM3 Team - ammo values and .45 ACP sound. Download: Mirror 1 Mirror 2 by OFPr.info.
  17. AUSMD Weapon Holders in the 2D Editor Tutorial Weapon holders can be a very useful alternative to the standard put all my items inside an ammobox, and can also be pretty cool to look at when all your stuff is on tables and shelfs. It is pretty under utlilized in a lot of missions, most don't bother with it at all because it can be a bit of a pain to get working with the 2d editor, which is why I made a tutorial on how to do it with a wooden table. There is a chance I might've flopped on some bits of it because I had to do a major rewrite of it because I was writing it in the middle of testing with the weapon holders, probably wasn't a good idea ^^. Post away below with comments Mirrors: Dropbox (v1) Armaholic
  18. 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
  19. 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
  20. Dear community members. We are planning to release quite a big change to current muzzle accessory system in Arma 3 and it requires some changes in configs. Weapons are not going to have any sound nor animation (including muzzle flash) if they are not configured properly. The configuration is pretty easy, it's just about copying sound parameters into a subclass of the weapon. I have tried to document it to the best of my abilities on Community wiki, let me, please, know if there is anything missing :icon_twisted: The point of this change is that, we are going to be able to define weapon-specific sounds for silenced weapons and it is going to solve some strange issues with weapon fire modes changing with suppressors. The change is going to take place on Monday 23. 6. 2014 in development branch; I am sorry for such a short notice but we wanted to let you know well before the Bootcamp update so that you can prepare your mods :icon_twisted: /// Edit: Made clear that the change is going to hit development branch first.
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