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Found 529 results

  1. Hello, I open this thread so that people who search for it on the Internet can find it easier than I do. I have solved this with the help of the people who were in the Slack of the ACE (special mention to Schwaggot). 1. It have to be executed from an Addon (or at least it is the only way it worked for me) 2. Code executed from my addon config.cpp class ace_medical_treatment_actions { class Diagnose; class ExecuteMyCode: Diagnose { displayName = "EXECUTE MY CODE"; displayNameProgress = "EXECUTE MY CODE"; items[] = {}; category = "examine"; allowedSelections[] = {"All"}; allowSelfTreatment = 1; treatmentTime = 3; callbackSuccess = "true"; callbackFailure = ""; callbackProgress = ""; condition = "true"; itemConsumed = 0; litter[] = {}; }; }; Spyke.
  2. by Mixuray Description: "Survivors of Stratis" is a singleplayer mission which takes place during the events of "The East Wind". You play as Corporal White, a NATO soldier and former member of Charlie. After Charlie got attacked by CSAT, during their invasion on the island, and you retreated into a small forest, it became clear that you'd have to escape from Stratis. Information: Playtime: About 45 Minutes Made in: About 2 Weeks Voice Acting: Mixuray - Corporal White Gamse - Private Taylor Download: Steam Workshop Even if our voice acting is not perfect, we still hope that you'll enjoy playing our mission! 😄 Explore the map a litte. Maybe you can find some small secrets. 😉 Screenshots:
  3. Karmacode696

    Can't play Liberations

    Greetings! (First of all, sorry if this is not the correct thread for this). I've been playing Liberation for about two months. Yesterday, I've tried to play as always but I this happened: (This one is when the map is loading). (This is when I click on "continue". The camera just stays there in the air). I tried several KP Liberation maps (and also several BMR insurgency), but is always the same. This doesn't happen when I tried some workshop mission. Just happens with Liberation and Insurgency. EDIT: Sometimes these messages show up: - No Entry 'bin\config.bin/CfgPatches.exile.assets' - No Entry 'bin\config.bin/CFGVehicles/Land_HBarrierWall6_F.vehicleClass' Any solution, please?
  4. After ArmA 2 and Since 2013 for ArmA 3, we have released for the community many addons bringing the French Army into ArmA : R3F French Weapons Pack with the emblematic french FAMAS, LGI the individual grenade launcher, Missile launcher as M.M.P. ... R3F Units with Uniforms inspired by french "treillis", R3F Objects as DAGR GPS item, We open now a new chapter with R3F VEHICULES. We have decided to complete the release of one vehicle after another instead of beta versions of many. The first one is the P.V.P. , "Petit Véhicule Protégé" : "Small Protected vehicle" a light, general-purpose armoured 4-wheel drive vehicle used by the French Army, made by Panhard." to quote Wikipedia. There is 4 versions : - R3F PVP CE : unarmed PVP with 5 places - R3F PVP CE TOP : PVP armed with FN MAG 7.62 Teleoperated Turret - R3F PVP CE TOP COMMANDEMENT : PVP armed with FN MAG 7.62 Teleoperated Turret with radiocommunication analysis system on our R3F OPEX H24 mission. - R3F PVP CE TOP EOD : PVP armed with FN MAG 7.62 Teleoperated Turret with IED detection system on our R3F OPEX H24 mission. It is a 1.0 version witch means that it is complete and fonctionnal vehicle after many MP test by our team. As a 1.0 version it is due to progress and open the way to more content. Our goal is to follow the French army "Programme SCORPION". So en Avant ! DOWNLOAD here : 25 Mo http://forum.team-r3f.org/downloads https://steamcommunity.com/sharedfiles/filedetails/?id=2020968835 INSTALLATION: Same as always, unzip and use modfolder. Read the guide: http://forums.bistudio.com/Beginners-guide-How-do-i-install-mods-addons REQUIREMENTS: -Arma 3 STABLE BRANCH USING IT: A Documentation (PDF) is provided, with classnames
  5. Hey! I think I solved and easter egg in arma 3 contact dlc. This image shows a leaflet with an UFO and the headline "mysterious disappearance of all furniture" I was playing Arma 3 Contact for several times now. Yesterday i decided to play those missions again and just search the map (livonia) for some interesting spots. In the 5th mission (CAPRE NOCTEM), where you should search for the alien root, i was walking near "CAMP KRESNIK". On my way to CAMP KRESNIK (pretty close to those 2 HEMTT trucks) i saw something flying in the air. It was furniture. Yep, furniture floating in the air. I was walking in the direction where the furniture floated and i found something even better. A big fu***** pile of furniture. First of all i thought that this was a bug or something like that but i took some research and found out that this is acutally an easter egg which hasn't been solved since 2015. At least i couldn't find anything about this furniture easter egg. Well Arma 3 Contact is famous for aliens (at least UFO's) in it and on the leaflet was an UFO and missing furniture. So i guess i found the missing furniture? 😄 For all of those who want to find this themselves. The following link is a map of the furniture pile. LOCATION
  6. Hello, I think of myself as decent when it comes to Arma scripting, but I can't seem to figure out event handlers for this case. I'm basically trying to create two event handlers that will play sounds when a unit dies or is damaged. One event handler will play a randomized death sound The other will play a randomized on hit sound effect I have already defined sounds in my mission description file. However, how would I apply these event handlers too all units in the mission that match certain unit classes (i don't want to have to place something in every unit's init). Is this possible? It's worth noting that this is for a MP environment (not dedicated) and I plan to use say3d on a dummy object for the death sounds.
  7. Hello, I am trying to make a TreeView dialog that allows me to select units (in fact what I would like is exactly the same treeView of the Eden Editor) and I have been making filters and using the configClasses but I just did not like the result. Anyone know how I could get something like that? I'm using this to filter, but it doesn't seem to be a good approach I think, because some strange units still appear fn_load.sqf _cntrlTree = (findDisplay 1500) displayCtrl 0; _ManList = ("configName _x isKindOf 'Man' AND configName _x isKindOf 'SoldierWB' AND (getText (_x >> 'faction')=='BLU_F') AND (getText(_x >> 'editorSubcategory')=='EdSubcat_Personnel')" configClasses (configFile / "CfgVehicles")); { _text = getText(configFile >> "CfgVehicles" >> configName _x >> "displayName"); _text0 = getText(configFile >> "CfgVehicles" >> configName _x >> "editorSubcategory"); _cntrlTree tvAdd [[],_text]; _cntrlTree tvSetTooltip [[_forEachIndex], configName _x]; } forEach _ManList; _cntrlTree tvSort [[], false]; The following is in case someone serves as I am doing the treeVIew, although to solve the problem it may not be necessary. Thanks for the help.
  8. To whom it may concern, Recently, I was playing on Zeus. US Server #02w. That server was up for a good time and everyone was having fun. Me and another guy, as the zeus, spent 20 minutes building a good mission. The mission was cut short when a scripter was kicking people out of their helicopters and teleporting the helicopters to the ground. There was a secondary scripter who crashed my game and many others. The scripter appeared to have crashed the server completely. Now, I don't know if crashing servers damages or does anything to Bohemia, but these scripters are problems. About an hour before the scripter took down the server, there were other scripters. The scripters were not harmful, but they had cheated weapons. Weapons such as the cruise missile, hydras, and other absurd weapons. These scripters are not being stopped by BattlEye. The anti-cheat for Arma 3 servers should be updated. The amount of scripters is ruining the game and everyone's experiences. Thanks, Tardis.
  9. NickVanguard327

    Arma 3 OLD MAN mission help!

    ARMA 3 OLD MAN - insurgent teams not replenishing? Reached the point where I could call in 16 rebels to attack a target, and used them to attack a heavily defended checkpoint in which they all were killed. After 5hrs in game and over $40,000 worth of equipment donated to rebels, it still says 0/16 fighters available, please help!
  10. 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!!"
  11. Author: JTS Introduction Open world post-apocalyptic cooperative mission with a story line. This is the continuation of Virus X - Scientists & Virus X - Antidote. Search for food, ammo and weapons to survive. The nights are dark and the weather is hostile Description August 15, 2028. 5 years have passed since the last stalkers made their way to Chernarus to find their comrade who survived after being bitten by an infected. The survivor was rescued and successfully delivered to the military base of the Russian Federation, which is located near Chernorussia. Everyone hoped that he was an antidote that would help to destroy this aggressive virus. However, the blood of the survivor could not destroy the virus, but only weakened it. The military created a special fluid that was sprayed with helicopters all over the island. Now, most infected people are weak and move very slowly. But most importantly that this fluid destroyed the most dangerous type of infected - demons. So now at night you can move much safer. Not long time ago a group of soldiers on their special mission found secret documents about patient zero, who was the source of the virus. It revealed that patient zero was transported several times from hospital to hospital at the time of the outbreak. A group of experienced stalkers who work with the military and have been in infected Chernarus more than once have been tasked with finding a patient zero and taking blood samples for research as well as collecting all data about patient zero and leave Chernarus Features - Inventory (Virus X - Antidote, modified) - Dynamic weather - Day/Night cycle - Toxic rain, which depends on the weather - Story scenes - Extended car driving (Camera shake when driving. The strength depends on speed and what type of surface you drive) - Visual task-waiting function (Task starts when all players are in the task area) - Custom task system - Highly modified 'ravage' settings - Custom loot system (Virus X - Antidote, modified) - SP & MP compatible - Compatible with JIP - Save-game support - Push object function - Ability to drop an item from inventory (Virus X - Antidote) - Post-soviet color correction - 2 localizations: English & Russian - Random start-location Notes - Not working on dedicated server - In ARMA 3, loading mission from a save does not happen the way you think - Correct way to load saved game: Go to lobby (Here you see players in slots), go back to mission list (Here you can see and select island), select Virus X - Patient Zero and press 'Continue' button - Incorrect way to load saved game: Go to lobby (Here you see players in slots), press 'Continue' button - Use correct way to load the game from a save. Otherwise you may get the slots lost - Use J button to to open tasks - There are 2 actions when you loot objects: First is from ravage mod, called ' Search' and second is Virus X, called 'Inspect'. So don't forget to check if this action is available - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI (like ACE) - Be sure you disable all not needed mods before you start the mission (Mission will be disabled if using prohibited mods) - To avoid problems, it is recommended to run the mods in a specific order (See steam workshop) - Recommended monitor settings: 1920x1080, 16:9 - Recommended In-Game UI settings: (UI Size: Normal) - Be careful when pushing objects. Arma doesn't like when you play with its physics - Don't forget to save the game before leaving the mission - If host-player die - the mission will be failed - If you're a client and you got killed, it is better to load saved game. Otherwise the slot is lost - You can't save the game when you , for example: Driving a car, in a story scene or toxic rain is in process - 3 players in cooperative mode - Sometimes, when you load the saved game - an error may appear. This is some kind of protection against the uknown wind bug that happen on Chernarus. Just follow the instructions and you're good to go Credits & thanks Urban (Mission testing) LinkinPunk (Script testing) ALIAScartoons (Monsoon script, Tornado script) Asaayu (Abandoned Roads script) Screenshots Requirements - CBA A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - Ravage - PLP Containers - MrSanchez' Headlamps Download (Steam workshop) Download (Armaholic) (Recommended)
  12. 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.
  13. 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)
  14. 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
  15. 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
  16. 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.
  17. 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/
  18. 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
  19. Revolution is a next generation, fast-paced, open source gamemode and framework for Life type of roleplaying missions in Arma 3. Revolution as a gamemode has been inspired by Chernarus Life: Revolution gamemode from Arma 2. Revolution started in 2012 as a passion project of a couple of Finnish Arma players who had fallen in love with the gamemode and essentially dedicated their whole free time to it, enjoying it vastly. As rookie developers, they failed to deliver such a complex and large framework, leading to their competitor, Altis Life eventually conquering the Armaverse in 2014. The developer team still wanted to deliver a vastly different experience from Altis Life that would remind the relatively fast paced and completely dynamic nature of Chernarus Life: Revolution or Urban Life in Takistan back in the Arma 2 days. They tried to develop the framework multiple times, but all attempts failed due to monetary constraints, issues with developer group dynamics, health issues or real life events that forced us to quit our passion project. This time it's different. The Creator DLC program as our ultimate goal offers us a monetary incentive to justify the endless hours being spent in the development of the framework. We've also learned from our previous mistakes each time, and are able to deliver the gamemode much more likely this time thanks to the gained experience. We want to share the amazing feeling and memorable moments that we had in Chernarus Life: Revolution with as many players as possible. That's why we've decided to make the framework open source and allow monetization of the framework for communities approved on Bohemia's Server Monetization list to allow communities to pay their bills to run the community efficiently. If you're interested in the gamemode and want to affect its development or just to follow our progress, make sure to join our official Discord: https://discord.gg/AQxWfbA (Alternatively, if you just want to take a look at the code, it can be found here: https://github.com/Ezcoo/Revolution_Arma3 ) Best regards, Ezcoo Game designer for Revolution
  20. 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!
  21. 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?
  22. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  23. 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
  24. 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
  25. 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
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