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Found 309 results

  1. Server binary https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 Changes: STEAM libraries are now part of package steam_appid.txt is part of archive glibc 2.15 or newer needed (was 2.16 in previous server build, older isn't possible due to steamlib dependency) some little irks related to nix libraries Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly. Please provide us with feedback to this topic. http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.63.xxxxx linux server :
  2. What a way to start the weekend off: with the USS Khe Sanh (LHD 9)! This mod is essentially meant as a no-frills, no-other-mods-required successor to Myke's old Arma 2 mod which allowed the Arma 2 LHD to be spawned in the Editor instead of being just part of the Utes terrain, combining that with a port of the Arma 2 LHD's components and some incorporating changes of my own (i.e. utilizing certain Arma 3 files instead of Arma 2 files, renaming some named selections and animations in English, etc.). CREDIT: Bohemia Interactive: Provided the sources (i.e. models, material files, configs, textures) with which the LHD is built. ArMaTeC: Provided the script central to this mod and to Myke's. Myke: Inspired and produced the basis for this mod. Chortles: Myself. LICENSE: This mod is released under the Arma Public License - Share Alike (APL-SA). As such, others are permitted to adapt, build upon, fork, or otherwise derive from this mod for noncommercial purposes within the Arma computer game series, but are to give credit where due for the mod('s) content (i.e. as per the Credits above), and such releases are to be under the same license as this. CHANGELOG: v1.0 : 11 July 2014: Initial release. DOWNLOAD: v1.0
  3. Server binary https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.125985.tar.bz2 https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.125985.tar.bz2 STEAM libraries (needed) https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa163linux-steam-libraries.zip https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa163linux-steam-libraries.zip Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly. Please provide us with feedback to this topic. http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.63.xxxxx linux server :
  4. 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
  5. build 125402 has just been released on Steam in Beta branch. this is newer than today released 'stable' 1.63 !
  6. I've been trying to get a script to exec on an AI unit when it is spawned in. (I'm using EOS to spawn/despawn) My question is, how do you execute a script in the init of each spawned AI unit? Example init that I'm trying to get to work: "setVehicleInit "null = [this] execVM "myScript.sqf";" or _unit setVehicleInit {_x setVehicleInit "0 = this execVM "myScript.sqf";"} foreach units _unit; processInitCommands; Any ideas? I'm stumped. I heard that XEH / CBA has stuff that can help with this, but have no idea how to utilize it, really.
  7. Bohemia Interactive is pleased to announce the release of update 1.63 for Arma 2: Operation Arrowhead (changelog). Besides the numerous fixes and optimizations which were introduced during the 1.63 beta program which covered almost a 2 year period for this iteration of the engine, the update focuses on the transition of the multiplayer from GameSpy matchmaking to Steam. As you may have heard, GameSpy is discontinuing its services and it was therefore of paramount importance to offer an alternative for the passionate Operation Arrowhead players who have supported our game and our company for so many years. Due to the fact that Steam based matchmaking requires Steam to work, this update is only available through Steam. If you have purchased a retail copy of the game, please do not despair. As announced previously all Arma 2 (including DLCs and Operation Arrowhead expansion) keys may now be activated on Steam. Just follow this walkthrough (link), take your Arma 2 CD key, use it as a Steam product key, and the game will be added to your library. For our other games affected by the GameSpy shutdown, but not updated to work with Steam (Arma 1, Arma Cold War Assault, Take On Helicopters), and also for those players who wish to stick with the older non-Steam version of the game, we have implemented a system to help host and connect to servers even without a functioning GameSpy - http://master.bistudio.com/. Here server owners may add their servers and players may use the listed IP addresses to connect to them. Also to help players overcome difficulties we have added a number of articles for each game to our FAQ (link) and as always our technical support staff is ready to help via support@bistudio.com. For more information about Arma 2: Operation Arrowhead, please visit the official website at www.arma2.com.
  8. 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)
  9. 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)
  10. Hi, im new at this Forum. I have used the search function but dident find anything what is helping me. I ask me if it gives a way to encrypt the .pbo file. That just People that i wand can open it. I wand to encrypt them to safe my work. It gives things then skins or scripts that i dident wand sharing. And normal each user ther gomes on the server downloading the mission file, and he can open it. I wand to encrypt them that the user diden`t can open it. Gives it a way to encrypt the .pbo or is there no way? I hope you understand me and sry for my ba english
  11. royaltyinexile

    Arma 3 Bootcamp Update

    FULL BLOG POST Hello, all! Ahead of this week's planned dev-branch staging, we wanted to share some details on our next major release: Bootcamp Update. In short, it's a mix of tutorial-oriented playable content, splendid sandbox additions, and new/refined features. Since there are a number of important/complex new updates, we're keen to get it to dev-branch soonâ„¢. As usual, this version represents a WIP build and may be incomplete or unstable, so, unless you'd like to offer splendid feedback, you might want to hold fire until the intended full release in July! Best, RiE
  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. 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
  14. ARMA 2 OPERATION ARROWHEAD Hello, I've got a problem. I've recently downloaded Alimag's Briefing Manager. I started to create mission. OK. Started to create tasks and notes. OK. Then took a look at the files to set when task could end. Here's the problem. I saved the files then turned on the game again. Nothing even appears! I deleted the files, and created it again without editing the files by myself - still nothing, but was working previously! Created second mission, created tasks, notes with the briefing manager... NOTHING! I've created third mission - Somehow... It worked! Any idea what can be wrong with my first and second missions? P.S - I created files called "Briefing.sqf" and "init.sqf", so what could be wrong? I'll post down my briefing.sqf, got original copy of Arma 2 OA (Bought from Steam) // A2BM W 110 // DO NOT EDIT THIS FILE waitUntil {!(isNull player)}; waitUntil {player==player}; switch (side player) do { case WEST: { player createDiaryRecord ["Diary",["Backup","Your only's backup is Bravo team."]]; player createDiaryRecord ["Diary",["Briefing","You, sgt. Patrick Scott with your team callsing "Bullethole" are being put in operation "Armed Deal". Check documents for your tasks.<br/>After Alpha team's fail, Russia has over-taken the Chernarus. We must capture it by any means possible. You're cleared to engage, all civilians have moved to another country till operation ends."]]; MAG_tskObj8=player createSimpleTask ["Move to FOB New York"]; MAG_tskObj8 setSimpleTaskDescription ["","Move to FOB New York","Move to FOB New York"]; MAG_tskObj7=player createSimpleTask ["Clear Novy Sobor"]; MAG_tskObj7 setSimpleTaskDescription ["","Clear Novy Sobor","Clear Novy Sobor"]; MAG_tskObj6=player createSimpleTask ["Clear Stary Sobor"]; MAG_tskObj6 setSimpleTaskDescription ["Clear Stary Sobor","Clear Stary Sobor","Clear Stary Sobor"]; MAG_tskObj5=player createSimpleTask ["Clear Rogovo"]; MAG_tskObj5 setSimpleTaskDescription ["Clear Rogovo","Clear Rogovo","Clear Rogovo"]; MAG_tskObj4=player createSimpleTask ["Clear Pogorevka"]; MAG_tskObj4 setSimpleTaskDescription ["Clear Pogorevka","Clear Pogorevka","Clear Pogorevka"]; MAG_tskObj3=player createSimpleTask ["Regroup with Bravo"]; MAG_tskObj3 setSimpleTaskDescription ["Regroup with Bravo<br/>","Regroup with Bravo","Regroup with Bravo"]; MAG_tskObj2=player createSimpleTask ["Clear Pustoshka"]; MAG_tskObj2 setSimpleTaskDescription ["Clear Pustoshka","Clear Pustoshka","Clear Pustoshka"]; MAG_tskObj1=player createSimpleTask ["Clear Vybor"]; MAG_tskObj1 setSimpleTaskDescription ["Clear Vybor","Clear Vybor","Clear Vybor"]; MAG_tskObj0=player createSimpleTask ["Clear Lopatino"]; MAG_tskObj0 setSimpleTaskDescription ["Clear Lopatino","Clear Lopatino","Clear Lopatino"]; }; case EAST: { }; case RESISTANCE: { }; case CIVILIAN: { }; };
  15. fixed: https://dev.withsix.com/issues/74473 https://dev.withsix.com/issues/72574 to report any regression in 1.63 please see: http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas edit: Small reminder - this beta is published as Beta branch of stable version. Not separated beta product.
  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. Bohemia Interactive and the International Committee of the Red Cross (ICRC) today shared a to raise awareness for the topic of ‘Health Care in Danger’. In the video, Christian Rouffaer - head of the ICRC's international humanitarian law and video games project – discusses his role at the ICRC, the ICRC’s Health Care in Danger campaign, and the connection with Bohemia Interactive’s €500,000 Make Arma Not War contest.The ICRC’s Health Care in Danger campaign, which is part of the organization’s many efforts to protect victims of war, aims to address the current violence against the health care sector - ranging from direct attacks to patients, medical staff and health-care facilities and medical transports, to denial of access to and forced entry and looting of health care facilities. The campaign was launched as a response to an uprising of illegal and violent acts that impede or prevent health care delivery. Aside from developing practical solutions to improve the safety of health care, the ICRC is also committed to raising public awareness for the problem. This led to the unique collaboration with video game developer Bohemia Interactive, who is well-known for its award-winning Arma® military game series. Looking to create a change in virtual reality which can hopefully be carried into the real world, the two parties set up the Health Care in Danger Special Award as part of Bohemia Interactive’s €500,000 content creation contest for Arma 3. Given to the entry which covers the topic of ‘health care in danger’ the best, the winner(s) of the award will go on a one-week trip to an ICRC mission in a foreign country, organized by the ICRC. “We’re looking for game content where medevac procedures are more complex. For example, a game mod where providing first-aid to a wounded enemy would be rewarded - or new hospital, ambulance, medical personnel and equipment models, which other players and mission builders can use to enrich their gameplay. We believe that you can get inspiration from many real-life stories from past and present conflictsâ€, said Christian Rouffaer, who also represents the ICRC in the Make Arma Not War jury. The winners of the Make Arma Not War contest, including the winner(s) of the Health Care in Danger Special Award, will be announced on January 15th, 2015. More information about the Make Arma Not War contest, the rules, prizes, and categories is available on www.makearma.com. A written interview with Christian Rouffaer about the Make Arma Not War contest can be found at http://www.makearma.com/interviews/icrc-hcid. For more information about the ICRC’s Health Care in Danger campaign, please visit www.healthcareindanger.org.
  18. Hello. So after yesterday update our server refused to let anybody join. It is not that it kicked everyone, anybody that try to join get to stay on that stripped black/gray screen and never get into lobby to select map etc. What is more strange is you always get that small server window named "Arma 3 server window version 1.18 port xxxx", after update we only get "Arma 3" name. What we discovered is that when we commented "verifySignatures = 2;" in server.cfgthen server started to behave normally. Window name is back to normal with version and port, everyone can join w/o problems. Then we uncommented verifySignatures = 2; and changed it to 0 - server started working. With 1 it doesn't work, with 2 it doesn't work. Yeah you say we can leave it as is but without verifySignatures = 2 almost everyone can join even with addons we don't use. We have strict policy of required addons so we cannot leave it on 0. Did someone found a way to fix that? Any help will be appreciated. Thanks in advance. EDIT: We tried running server from different location and what we discovered is: C:\TCAFiles\Users\admin\1\arma3server.exe -port=2303 -config=server.cfg -world=empty Above is line that is not working when we use verifySignatures = 2; It is used by TCAdmin to manage servers. With ArmA 2 above works w/o problems. "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Server\arma3server.exe" -port=2303 -config=server.cfg -world=empty This is line we tried running from shortcut and looks like it works even with verifySignatures = 2; One difference is those " " marks on second shortcut. First line is generated by TCAdmin and it doesn't have that " " marks.
  19. royaltyinexile

    Arma 3 - Roadmap 2014-15

    FULL BLOG POST Hello, all! Joris and myself, with the support of our team, have put together an Arma 3 'development roadmap' blog, which sketches out our medium and longer-term objectives. Our goal is to introduce a number of new developments, presenting a fairly high-level overview. Over the next few weeks and months, we aim to expand upon several aspects in further detail! Until then, we'd like to thank your for all your feedback and support which has truly helped to make Arma 3 splendid. Best, RiE
  20. 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.
  21. 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...
  22. 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
  23. The first newsletter for the Make Arma Not War contest is now available: http://makearmanotwar.com/newsletter/december_2013 ---------- Post added at 02:33 PM ---------- Previous post was at 02:32 PM ---------- The February 2014 newsletter for the Make Arma Not War contest is now available: http://makearmanotwar.com/newsletter/february_2014 ---------- Post added at 02:33 PM ---------- Previous post was at 02:33 PM ---------- The March 2014 newsletter for the Make Arma Not War contest is now available: http://makearmanotwar.com/newsletter/march_2014
  24. I feel the need for having preset addons for individual portions of variables. Life based mods are becoming a popular thing and since the game doesnt currently have any of the parts needed, I would like to see something that will aid new developers to the platform to create new mods based on their preferences. Example, a Project Im wanting to work on needs the following. Hunger, Eating, Dehydration, drinking. Those are the main ones that are common in popular mods, other popular mods use a bank system and payroll. Police functions like restraining, stuns, searches, tickets, prison, and so on. Bank and gas station robbery. Jobs like fishing, and foraging for things like apples to drugs. Licenses, and permits. All sorts of different aspects of game play that are not part of the vanilla game. However not every mod needs all of the above and some may want all. For the most part someone could just copy what they see on a server online and make some tweaks, but thats a simple form of piracy. To facilitate this, I would like to see each of the basic functions like "Cop Mod" or Food, water, banking, paychecks, and so forth as seperate addons or modules or just mod folders that can be added simply to a map. I am new to scripting for this game, and dont have the time I would like to spend learning the ins and outs of scripting. I would just like to drag and drop folders in, then link them thru an init file to get them active. Im sure others would like this as well. I try searching for scripts, and end up finding a ton of information on cheats, which I do not want to even see cheats much less use them. I have even posted looking for someone willing to help create a program that would build an init file based on the examples above, and then copy the files needed into a new mod folder. This would be awesome. I am starting on this project now, but most of what Im doing is learning and relearning to do visual basic to create a GUI that will let me insert premade scripts into and able to save a SQF file thats able to be seen in the mod.
  25. The Arma 3 devteam welcomes you to their 'Zeus Gameplay Reveal' hangout, taking place on February 15, at 17:00 UTC. Live from Bohemia Interactive's Prague studio, the session will be streamed on Arma 3's channel on Twitch.tv. The session is expected to last about an hour and a half. Karel Moricky (Zeus Design Lead) and Filip Sadovský (Zeus Programmer), will be hosting the hangout, supported by Jay Crowe (Creative Director), Joris-Jan van 't Land (Project Lead), and Thomas Ryan (Senior Designer). They'll be joined by a whole host of other developers for a splendid MP showdown! Based on our previous livestream experiences, we welcome you all to submit questions in this thread - some of which we'll try to answer during the livestream. For general discussion, please use the general thread - we'd like to be able to select about 5-10 questions from this one! :cool:
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