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Found 309 results

  1. Image pretty much says it all - Tried running as admin - Tried Reinstalling
  2. USSOCOM is now recruiting! About Us When USSOCOM was first created, we held a top 10 spot in most views in the ArmA 3 squad pages area, We had 150+ members, Multiple servers and operations each week run at different times for those who were in school, work, timezones and the like. The leadership has not changed as we are some of the most experienced and mature in the milsim world. We avoid drama, constantly admin our TS, Forum and servers to get rid of those who would troll our members. What We Offer Dedicated Server Team Speak 3 Forum Multiple Missions Public Operations Member Only Operations Weekly training Weekly Operations* Experienced Members Positions Open 75th Ranger Regiment 11B - Infantry 68W - Medic (ACE Mod) 25C - Radio Specialist (Task Force Radio) 160th Special Operations Aviation Regiment 15P - Pilot 15T - Crew Chief Non-Combat MOS's 79R - Recruiter 31B - Military Police (MP) 42A - Human Resources Specialist 18K - Special Operations Instructor 35L - Counter Intelligence Training Training will be provided to you by instructors who have met the minimum requirements to teach that course. We will never give you inexperienced instructors who have not gone through the course themselves. Below is a list of training that will be provided to you, depending on the MOS you have chosen. Warrior Leadership Course (WLC) Combat Medic Course (CMC) Advanced Leadership Development & Assessment Course (ALDAC) Requirements To Apply Working Microphone Team Speak 3 APEX DLC Be active Be dedicated Be at least 16 years of age Be mature Our requirements are simple. In the past, we used to have an age limit. We feel as if we might have kept great, mature young men and women from joining because of their age. This time, we are taking a different approach and measuring you from your maturity level. Our rules are common sense. Treat others the way you want to be treated and you will do great things here. Contact Information Website: http://www.ussocomarma.com Team Speak: http://ts3server://ts3.ussocomarma.com:9987 (Click to connect) Forum: http://www.ussocomarma.com/forum
  3. Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
  4. Headphones and why they are Important for games Most people overlook their audio for games in their setup, they buy expensive video cards, displays and even fancy ram with LED lights... I Would like to go over a few things, terminology, price/performance value what to look for and what to stay away from. Terminology Drivers- are the speakers which are used in your headphones designed for use in close proximity to your ears Big = better. Virtual Surround Sound - you dont need 5 sets of drivers per ear to have surround sound, generally this is a marketing term for stereo audio having more then 1 Driver per Ear is a waste of your money and your sound quality. Amp - a Amplifier which helps to push your headphones a little bit both in terms of volume and in quality. Open Back- Headphones with exposed drivers, provided great sound stage for the most part, will leak sound so you can hear what is going around you, and people can hear what you are listening to... will not bleed into mics if you set mic gain accordingly. overall these and the semi open are the best for gaming. Closed Back - Headphones which are completely enclosed drivers, the typical headphone type you are used to isolates sound. Semi open - really its just open back with a few trade offs. Sound Signature or Frequency response - how the headphone acts during certain frequency range. but be higher, lower or neutral (FLAT), V shaped means More Bass and treble and not much mid range sounds. Monitor or reference headphones mean that they have a flat Frequency response. Please try to Stay away from headsets... aka headphones with mics, usually you can find the same headphones without a mic at 200 to 300% less price, I would highly recommend Sony Clip on ECM CS3 Mic with a 3.5mm extension, really great sound quality you could use it for making voice overs in games... better then pretty much any headset mic. Stay away from brands such as Beats, Bose, skull candy ect... while some people may like them... its better if you look else where. Price I find that anything around 40 to a little less then 200 will give you very good headphones, above that you start to have steep diminishing returns for only slightly better audio... If you have a good motherboard and your house was not wired by grandma and grandpa you should have clean undisturbed signal with little or no noise so dacs will not be needed unless you really want to as most Highend (not high priced) motherboards should have a good quality dac built in. Try to stay away from wireless systems, i find anything wireless to just be a hassle with sub-par performance compared to a system which uses conductors, not only do wired headphones/ all devices work better in almost all regards you don't have to replace batteries and yes li po batteries will not last long, you have much lower latency with a wire close to the speed of light that is, more interference that might be picked up through a wireless system, plus wireless systems are harder to repair. Feel free to Post down below your comments, recommendation as well as any questions you have ;) will add headphone Amps down below at a later date and a few other things ... Headphones list AKG K612 - Pro one of the best Headphones I have tried, works very well of gaming and music, Flat sound signature, open relatively easy to run without an amp Around 150 USD (sadly build quality is a little low, connection issues led to me opening and re soldering the left ear) AKG K712 - the K612 older brother, better in all aspects but are around 300 USD great if you can find them used for around 200, but if not AKG K612 are pretty much the same, it also comes with a detachable cable AKG Q 701 - Great Audio, open back, Little harder to run then the K612, not much bass which is not such a huge issue little over priced for what they are AKG K240 and MK II - Great Semi Open Headphones around 50 to 95 USD easy to drive at 55 Ohms AKG K271 and MK II - Great Value Closed headphones easy to drive 55ohms drivers Audio Technica ( ATH ) ATH M20x,30x,40x,50x, - Get which ever headphone you can afford, they are little over hyped maybe for good reason, easy to run, closed (50's are over priced get the 40's instead) ATH AD 500X - Really impressive Headphones one my top pick for under a 100 USD for gaming headphones, open, easy to drive, Very accurate and large soundstage higher then 90% of headphones, lite on the base. sold for under 80 USD, wings on top can be moded with elastic or rubber band if one has issues with them, very light and very comfortable, flat sound signature besides for bass ATH AD 700X - A small step up above the 500x just a touch more bass around 100 USD ATH AD900X - A step up above the 700x, competitive to AKG k612 pro with less bass but more sound stage sold for around 150 USD ATH AD1000X - same as the previous line up with again a little more Bass and a touch of higher quality audio which might be unnoticeable for most people. sound for around 300 USD ATH A550x/ A700x/ 900x - Closed back version of the AD series, slightly less Sound stage but still very good for being closed back. and more bass. Takstar HI2050 - Great Cheap headphones if you can find them, opened back, little strong on clamping force, great sound stage, great bass, semi flat Sony MDR-7506 - Closed back headphones, some say they are better then the ATH Mxx series sold for less then 100, and they are portable much like the ATH Mxx. Philps Fidelio X1 Good Headphones have a high amount of praise, open back, large and comfortable. (stay away form the X2 due to the low quality manufacturing from the company being bought) Philips SHP9500 Better Valued Fidelio X1 per dollar ratio can be had for under 80 USD. DT-770 Closed headphones, comes in 3 resistance ratings, V shaped sound signature, its german take it or leave it... starting price at 150 USD DT-880 same as the 770 but semi opened starting price at 150 USD DT-990 Opened headphones, better sound stage, less bass starting price at 150 USD Sennheiser HD598 - very good Headphones, light weight, great sound stage, flat sound signature, little base lite, can be picked up for around 150 Sennheiser HD 558 - lower cost HD 598 if you can find them, very slight less bass and treble which helps to flatten the highs out Sennheiser HD 518 - Great value for the money if you must have a Sennheiser under 80... Sennheiser HD 201 - Closed headphones, Cheap, great feel Sennheiser HD 419 - Closed Headphones, Cheap, great feel Fostex T50 RP- are semi opened Headphones they are pretty good, around 100 to 150 in price, higher treble Fostex T20 RP Opened headphones for around 150 USD. great headphones Status Audio OB-1 Really great Headphones for under 100, no silly branding, poor sound stage, Strong build, recommend Superlux HD 668B - oh were to start with these headphones, I have nothing to say bad about these headphones for what they are. they are semi opened, great sound stage, very good sound, very light, detachable cable which you can pick up at any store, 3.5mm extension. flat sound signature and did I say they are sold for UNDER 40 USD... might be uncomfortable so please buy the 20 USD Velour HM5 pads :D to improve sound and its comfort value. might need to stretch them out on some books for a few nights Superlux HD 669 closed HD668B Superlux HD681 EVO semi opened headphones sold for under 30 USD cant say about sound quality but they should be close to the HD 668b Superlux HD 661 Like sony 7506 but a little better considering its price and superlux performance for what they cost Superlux HD 685 Closed headphones very nice similar to the AKG K550 but not at a 200 USD price range... had for under 60 USD Superlux HD 562 - Cool little portable On ear Headphones for outdoor use when you are playing arma mobile... And for those who need a headset I would recommend the hyper X :P to close this out I would like to say that you can defiantly get 5 to 10 years out of your headphones, most headphones will suffer from continuity issues and then most people will throw them out... however this is not needed, you can fix this issue. all you need is a soldering iron, lead/tin solder 60/40 (not plumbing) some silicon 24 to 30 awg wire depending on your need, and some 3.5mm plugs and jacks, you can mod your headphone to use detachable cables such as a 3.5mm extension or 2 male 3.5mm prong connectors, a cheap multimeter which has continuity mode. liquid tape and a hot glue gun, a screw gun with some drill bits, and wire strippers (automatic or pillar type) or if you are pro a side angle cutter (diagonal cutter). You can also make your own Track IR system if you feel like you can, which I highly encourage people to do so. however if you want to be boring you can always just spend your money and wait a few days for it to be shipped to your door... :lol:
  5. *ZOMBIES AND DEMONS REQURIED TO PLAY* *Description: The day of 14 January, 2020. You and your partner were participating in huge Sport-Shooting event. On your way back, something terrible has happened... *Features: -Custom Voice Acting -Unforgetable expierence -Custom Soundtracks -Many scripts implented -Custom Vehicle Lights script -Flashlight script -♥♥♥♥♥♥♥♥s of zombies coming your way! -More to find out In Game (IG) *Credits: -Paul - Official BETA testing -CrunchyNapkin - Official ALPHA testing -WildCatBridge85 - Voice Acting -J0nes - Voice Acting -Alex150201 - Support -Name11ess - Car textures -Soundtrack authors listed in Credits -BI for creating such a game -3den Team - greatly boosted the release date -All BI forums and Armaholic users - gave me a lot of informations -Zombies and Demons mod developers *Known bugs: The mission MAY interrupt with MCC. *Mission file: ~10mb The project was started on March, 2016. Requried mods: Zombies and Demons (CLICK) DOWNLOAD (CLICK)
  6. Arma 4 is still some years away, but that means that development of Arma 4 could begin at literally any time, if it hasn't begun already. Thus, I put forward to the community this question: do you want to see the next Arma game continue to use the Real Virtuality engine? Or do you want to see BIS make a change that has yet to happen in fifteen years, and move to a new, better engine? Personally (warning, rant): I am sick and tired of the RV engine, and all the shit it entails. You heard about the upcoming vehicle-in-vehicle transport feature, I assume? Guess what, we won't be able to actually drive vehicles up a ramp into another vehicle, thanks to, hey-ho, engine limits. However, the limits are only half of what I hate; in fact, what I hate most about the RV engine is the horrendously poor quality of its animations. Arma 3, literally, has the worst animations of a top dollar game and a standard of its genre. Then, of course, you have the lack of detail that's gone into weapons and vehicles. Arma 3 is the definition of quantity over quality, and even then they fail in proper quantity. What really pisses me off, though, is that BIS markets Arma 3 like its animations, visuals, and so on are of Battlefield quality. Hearing Jay Crowe talk about Arma 3 like it's this super smooth, super refined platform when in fact it's a clunky clusterfuck saved only - ONLY - by the modding community and all those mods that bring high quality content and features. Imagine, for a moment, Arma 3 without mods. Yeah. I just watched the Apex trailer (I am buying Apex, by the way), and surprise surprise, BIS makes out Arma 3 as it's not; having gorgeous visuals and 100 FPS, flawless texture and model quality, and best of all, seamlessly smooth and real-looking animations. COME ON! You can fool those who've never played, but you can't fool us! Case in point, I love Arma, but I've been ready for a new engine for a very long time, and Arma 4 seems like the perfect platform for BIS to engine change. I don't care if we have to wait another five years, I want to see a new engine in a new Arma game.
  7. Both my Arma 2 OA and Arma 3 games don't work at all anymore, with or without mods. I don't understand why but it's not anything simple, something to do with my computer I think. Bohemia support was less helpful than expected and I didn't even expect them to help. So when I start either Arma 2 OA or Arma 3, it gives a pop up error. I can't screenshot it but it looks like this TrackIR Enhanced interface activation: arma3.exe - Application Error The exception unknown software exception (0x0eedfade) occurred in the application at location 0x000000000752CDAE8. Then I click OK and I get the crash report with Exit Code: 0xC000041D - STATUS_FATAL_USER_CALLBACK_EXCEPTION If you can help me in any way please do, i'm pretty stuck. Thanks I can't find where to attach a crash report and it won't let me copy and paste it so if you need more information then let me know.
  8. Hello community! I need some help. I have been trying to get an arma 3 model into the object builder to be exact if it matters it's the ia_soldier_01.p3d file. As soon as I press open in the object builder and select the file it crashes! No message nothing! It just crashes! Any help is appreciated!
  9. I-M3 is a EU based gaming community looking to expand our player base. We are going to be hosting some sessions, using the small version of our modpack. The next event is on Saturday 28th at 7PM (BST/GMT+1). While anyone*(see Joining) can join, we would ask you let us know you would like to play, as we will only have a certain number of slots. If you are interested in this, there is some additional information below about us, or hop onto our ts3 server and speak to an admin. If you do want to play with us, please ensure you know how to play Arma 3 and can use the mod’s ACE 3 (in particular the advanced medical system) and TaskForceRadio, before the mission. If you are completely new to it, you can pop on at sometime before the mission and we can go through it with you ABOUT US: We are a small gaming community based in Europe (we co-ordinate on UK time) consisting of several friends, we are currently quite small in numbers, but we are hoping to expand our player-base and community. We play a variety of genres including FPS’s and RTS’s. Milsim games such as Arma 3 and DCS are the main games that we all play and bring us together. We communicate by way of a Teamspeak server (ts.i-m3.info) and on Steam. MILSIM/ARMA: We aim to undertake a Arma 3 mission once a week, where we play PvE missions on our own server. We have our own modpack, which is very large in size, but it does have a large amount of content. We do have a light version for certain events. To get the modpack we would like that you come on our Ts and just introduce yourself to an admin. Our play style is relaxed, with the emphasis being on fun, rather than hardcore milsim, we have no persistent ranks, assigning squad leaders and roles on a mission by mission basis. No ranks, no sirs, no pseudo-military BS. In addition to this, occasionally we also play DCS world. Using a variety of aircraft, varying on mission and personal preference. JOINING: We have no recruitment criteria other than being able to speak English somewhat fluently, we do also ask that you be over 18. If you do want to join it’s simply a case of coming on our Teamspeak server, no signing up on any forums. Come and go as you please. ADDITIONAL INFORMATION: If you have questions, just pop on our Teamspeak 3 Server, ts.i-m3.info and speak to one of our admins. We also have a website with some information i-m3.info, however, the website is still missing alot of information. Summary of Links Teamspeak: ts.i-m3.info Website i-m3.info Steam Group: http://steamcommunity.com/groups/i-m3
  10. What is 2ATF? The 2nd Australian Task Force (2ATF) is an ArmA III Realism group that sets out to resemble the Australian Defence Force to the best of the ArmA engine can offer. What can 2ATF bring? The 2nd Australian Task Force brings a close to real life experience in ArmA III, we offer a range of sub-units that personnel can specialise in, these include: 6th Battalion, Royal Australian Regiment (Rifle & Support Companies) 16th Aviation Brigade (Rotary pilots) Royal Australian Air Force (Fixed-wing pilots & JTAC) 1st Close Health Battalion 2nd Cavalry Regiment 1st Armoured Regiment How do I join? To join the 2nd Australian Task Force you must meet the following requirements: Be 17+ Be able to follow the guidelines we set for you Own a working microphone Own a legal copy of ArmA III Be able to download a sizeable modpack (19gb) Assuming you meet all the requirements please submit an application on our website at http://www.moreongames.com/ and submit an application under ‘moreOn forms’ and connect to our teamspeak, details are: IP: moreongames.no-ip.net Password: GameOn
  11. http://imgur.com/EV1VXZa So I have recently installed arma 3 tools because I wanted to work on a map but I have followed videos to get it all to work but everytime I get this happen to me which just takes the piss. If anyone has any ideas pls help when you can. http://imgur.com/KaJ5gRn This is another error I get. Thank you Ill re upload the images to somewhere working once I can
  12. ─────── Structure ─────── Motivation Introduction Features Benchmarks Installation Usage Final words Changelog Requirements Download Screenshots ─────── Motivation ─────── Hello there, first I want to talk about why I made this - well there is a pretty simple reason. As a developer and as server owner you always need logs. You need logs to write debug messages, you need logs to make statistics for your squad, you need logs to be able to have a look on who did what when. Logs are awesome, and without them it would take much longer to find an error or to find out who shot who first, or how many players were on your server today. Let us have a look on the game log itself, the rpt log. It provides errors, if you have got some, and gives some debug information about startup and shutdown of the game. However since there are some errors in the game that write a nice little message every 1-2 seconds into the log-file, the rpt gets larger and larger ... and now find the one line you need. Imagine, you are a server owner, and you want to keep track on who connected when on your squad server for you and some friends. Why ? Well you like it to stalk other people, or wanted to play NSA simulator 2016. You could log who connected, with which player-ID and so on ... but where do these logs go? Well I always had to log into the rpt file. Often I search for one line which is between 1000 of other lines. That does not only take time, but it might also happen, that you do not find the line, even if you go through everything 10 times. That is where I had the idea, well ... why not create an extension where you decide where logs are placed, in which format, how they are named, if they should have got a time stamp, if this time stamp should be in 12 or 24 hour format etc. I wanted a simple extension where you setup a config, and then just call a function with content, and maybe optional a name which is used for separation. Simple but fast, with options, so that you can get logs from ArmA just the way you want it. I already made a extension called Arma3Log a while ago but I was new into extension writing, and you could have seen that ... it was slow and not very useful... but I wanted to do better and here we are. ─────── Introduction ─────── A3log is a lightweight logging extension for ArmA III, which allows it's users to write customized log-files with a very high performance. It is very easy to use, and does not require and advanced skills for the setup, or the usage. The log-files are adjustable in nearly every way, you could come up with in case of writing log-files. Even when dealing with a high amount of data, the server will not be slowed down and there is no data loss. As it is still in development, there will be improvements to the speed and the amount of features / settings. ─────── Features ─────── Timestamp inside the logfile Timestamp (Date) within the filename Extend the filename with the minute of creation Changeable timestamp format 12/24H clock Custom directory to place the logs (Full-/Relative path) Choose the name of the file Choose the file-extension Define a unlimited amount of custom log categories Separate each log category as one folder Define path and name of the configuration ini ─────── Benchmarks ─────── 1000 lines with 100 characters each: 0.052 seconds - diag_log 0.0159998 seconds - A3log (with all features enabled at v1.1) Extreme example: 100.000 lines with 100 charaters each: 55,895 seconds - diag_log 15,2 seconds - A3log (with all features enabled at v1.1) Note: The test conditions for the benchmarks were reset for every run. The value in seconds is the middle value of 10 test runs. The time indicates how long it took for ArmA to process the input and output of the extension, so how long the server was under heavy load to send the content to the extension. ─────── Installation ─────── Download the latest version (See download section for that) Extract the @A3Log folder and place it in your server directory Go into the @A3Log folder and make sure the the A3Log.dll is not blocked Edit the A3Log.ini file to fit your personal need -> Save the file Edit your startup file and add @A3Log to your -serverMod / -mod parameter Optional: To specify from where the config should be loaded you can define startup a paramter for the arma3server executable with "-A3Log=Configurations/Mylogs.ini" (Only paths in your arma3server directory are allowed so in this case you would have a folder called Configurations inside of your serversetup and in that you have the config file called Mylogs.ini) - This feature is WIP Remove the A3Log_examples.pbo inside @A3Log/addons, once it worked for you and you got example log files Done ─────── Usage ─────── The A3Log.pbo provides you with the A3Log function, which you can call from anywhere. In addiotion to that there is a serverside PublicVariableEventHandler (sendlogfile) to catch incoming log entries, which may be send via publicVariableServer So an example for serverside use would be: ["I am Superman!"] call A3Log; This one has no category defined, so it goes into the catch all log (See A3Log.ini for this) --- ["I am Batman!","ExampleLog"] call A3Log; This one goes into the ExampleLog.log, or what ever you called it. An example for sending a log from a client / headless client would be: sendlogfile = ["I am Batman!","ExampleLog"]; publicVariableServer "sendlogfile"; You might need to whitelist this in the publicvariable.txt from Battleye with !="sendlogfile" --- Or if you prefer remoteExec ["I am Batman!","ExampleLog"] remoteExecCall ["A3Log", 2]; //2 = send to server only and call is much faster Note: You would need to whitelist A3Log as a function that can only be executed on the server. --- So to describe the usage in general: The function A3Log (Serverside) handles the input and sends it to the A3Log extension. <Paramter> call A3Log; --- <Paramter> is an array [], which you can send up to 2 paramters in. [<text>,<category (This second one is optional)>] call A3Log; Attention! - If you want to rewrite the function that sends the log message to the extension, you need to include the information separator byte, which can be used in ArmA like this: <bla bla text> + toString[31] + <your-cool-category> //This all is from variable type string --- You can use this extension as client mod too, just make sure to disable Battleye, as the dll would get blocked by BE otherwise. ─────── Final words ─────── I will provide some additional usage examples and code snippets inside the A3Log_examples.pbo in the future. This is not a drag and drop everything will be logged for every mission you use addon. You still need to invest some time into the configuration and your setup, what you want to log. Since there are many versions of missions, which all differ in their code like an eventhandler for being killed or something, I can not provide code that fits with just a simple copy and paste. How ever I offer everybody to send me a request on these forums or via arkensor@gmail.com so that I can help him with either the setup or write some lines of code from him. I will expand this extension with my own ideas, and requests you guys might have, and it would be great to have some feedback on this. At this point I would like to thank Killzone_Kid, for making a great documentation and tutorials about extensions, which made me start with extension making for arma3. And thanks to my teammate Maurice for helping me with some magic c++ code! If you want to support me and my work, you can send me a donation via paypal. Thank you very much! ─────── Changelog ─────── v1.7: - [Added] x64 support for Windows and Linux . v1.6: - [Added] Optional console output for Windows. - Formating and preparations for a colored debug output Older versions: ─────── Requirements ─────── Windows: C++ Redistributable 2013 32-Bit - Download -> vcredist_x86 (This should be pre installed on all hosting providers) ─────── Download ─────── Download the file at armaholic.com: ─────── Screenshots ─────── This is my folder where I place my logs at serverdir/@A3Log/Logs: Note: Inside the folders are files which were written as the config had folder seperation enabled. License: If you have got any questions feel free to ask. Help me with your feedback to improve this project! Now have fun with it, and enjoy your clean log files :) Regards Arkensor
  13. ArmaMan360

    EDEN Editor freezing

    Ok I am using EDEN and it starts well, I am able to rotate and manipulate the camera view with every possible angle. Also easily able to navigate the unit selection at the right panel. But the problem occurs when I place the first unit. The moment I left click on the desired location, nothing spawns but that little, red unit spawn marker thing remains there but the mouse cursor is freely movable. Unable to even alt tab or ctrl alt del my way out of it. Then I restarted my laptop, then ran ARMA without any mods, and still the same freeze. Only this time, the unit did spawn after a substantial lag of 15-20 seconds. And the consecutive units spawned with no issue. I believe it has only to do with the first unit I spawn. And btw I am running the latest stable. Thank you and congrats for EDEN :)
  14. Miroslaw Kowalski

    AWC Arms Release Thread

    The ArmA Warfare Cooperation is proud to release the first version of its AWC Arms addon. What is the ArmA Warfare Cooperation? The ArmA Warfare Cooperation (AWC) is a cooperation of multiple german clans focusing on tactical, immersive and realistic ArmA Gameplay. We share a modset and a TeamSpeak 3 Server. Why have we created this addon? This weapons addon was created by some of our members to get some weapons ingame that make for a good variety in the weapons we can choose from and therefore the roles our members can fill in. Addon content: McMillan Tac-50 A1-R2 (3 colors: black, tan and olive) AAC Cyclops .50 caliber suppressor (3 Colors: black, tan and olive) Desert Tech SRS-A1 (chambered in .338; 3 Colors: black, tan and olive) Enhanced M14 Rifle featuring a rail system allowing for a configurable weapons platform (2 Colors: Wooden, Olive; this is a modification to the ArmA 2 M14 model) Magazines and Ammunition for all the weapons Download: https://drive.google.com/open?id=0B-RvJkmk8dpyaDJ4aVpCaXZWdnM Requirements: CBA (optional) SMA - ArmA shows a message that it is needed but it is only for the m14 which i configured to be able to load SMA Magazines Screenshots: https://imgur.com/a/EJHn5 ToDo: maybe some new weapons (if you have some wishes we'll consider doing them ;) ) Credits: [ARES] Miroslaw Kowalski - Modelling, Texturing and Config writing [ARES] William Porter - Testing and Screenshots The rest of the ArmA Warfare Cooperation for their advices and kind words B) And of course Bohemia Interactive for their awesome game and the awesome assets they provide for their community
  15. I keep getting this problem when I first launch arma 3 launcher, it says that arma 3 is running and I can't do anything to my mods. This is a serious problem for me since I have to switch my mods a lot for testing out mods and sorts. I've checked my task manager and arma isn't running in the background.
  16. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Add all addons to zeus In the slz_settings.sqf, you can set slz_addAllAddons to true (default) to activate all available addons. Changelog v.1.7 CHANGES - slz_addAllAddons variable added - if it's set to true (default) all available addons will be added to the mod curators v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox - Armaholic (outdated) Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  17. Intercept is a C/C++ binding interface to the Arma 3 engine (internally referred to as the Real Virtuality or RV engine). It's goal is to provide easy to use library for addon makers to develop addons in a native language, or to develop language extensions for the Arma 3 engine. In a nutshell, Intercept provides a full C/C++ binding system for calling the base C++ functions which are declared in RVEngine for SQF functions. All SQF functions within the RVEngine are actually native code, which is called by SQF via the function names. Intercept bypasses SQF entirely, allowing native C++ plugins to seamlessly interact with the game engine. In essence, Intercept allows for expansions of the game engine, calling internal functionality of the engine which has been exposed via SQF functions. This was the idea behind the intended Java implementation by Bohemia Interactive in Take On Helicopters and was planned for, but never implemented in Arma 3. Intercept not only completes the intended functionality of what Java was meant to provide but has gone much further, including returning data to SQF and multithreaded addons. Intercept works on a host/client based system, in which the host, Intercept itself, hosts client DLLs that implement the Intercept library. The Intercept host handles access to the RV engine by clients through a layer that provides thread concurrency, memory handling, and event dispatching. Client DLLs are then able to be written in a way that can safely ignore most internal nuances of handling data in the RV engine and work with standard C++ STD/STL data types, and only a few specialized objects specific to the game engine. The Intercept library also provides raw C bindings to the C++ versions of SQF functions, so it is entirely possible to use Intercept as the basis for writing in additional scripting languages to the RV engine, such as Python or Lua. You can find more information on our GitHub project page. Technical Details Intercept works by making direct calls to the SQF functions in the RV engine. These functions are themselves C++ functions which are then exposed to SQF for allowing interaction with the underlying game engine; Intercept completely bypasses SQF and allows C++ plugins to interact with the engine directly. User created threads can even be created and by properly using the provided thread concurrency functionality it is possible to execute game functionality safely and concurrently. Intercept clients are able to invoke through the host these commands by provided wrapper functions that replicate and emulate the SQF command namespace (minus some unneeded functionality, like arrays or control structures). These wrapper functions take standard inputs, such as simple primitives like float or bool, and standard std::string arguments and convert them into the proper SQF command variables, providing a seamless layer to the clients. An example of a very simple client that invokes nular, unary, and binary SQF functions (aka functions that take no arguments, a right side argument only, and both a left and right side argument respectively) is demonstrated below and a more examples can be found here. #include <Windows.h> #include <stdio.h> #include <cstdint> #include <sstream> // the Intercept library, only one include required. #include "intercept.hpp" // required exported function to return API version int __cdecl intercept::api_version() { return 1; } // This function is exported and is called by the host each frame. void __cdecl intercept::on_frame() { // get the player object and store it intercept::types::object player = intercept::sqf::player(); // get the post of the player intercept::types::vector3 pos = intercept::sqf::get_pos(player); // build a string... std::stringstream side_chat_msg; side_chat_msg << "Hello Arma World, here is the player pos: " << pos.x << "," << pos.y << "," << pos.z; // send it to the binary SQF sideChat command intercept::sqf::side_chat(player, side_chat_msg.str()); } // Normal Windows DLL junk... BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } Completion Status As of now (3/13/16) Intercept is over 82% language feature complete. You can view the progress of wrapper completion here. Almost all normally used SQF functions are available to the end user, and with the added ability of writing inline SQF code, you can call any function that has not had a wrapper written for it yet (though with a small performance penalty). We will post a release thread when we start releasing builds of the host. Contributions Feel free to contribute as much as you want to this project in terms of time and code. The goal of this project is to be a tool for the community to provide better performing and more complex addons for the Arma 3 platform. If you would like to contribute or want more information please join our Slack channels and get involved! License Intercept is licensed under the MIT license. You can find the full license in the LICENSE file. Prior to commit f9fe4d5 the project was licensed under the GNU/GPL v2 license and continues to be for any commit prior to that.
  18. Hello, my name is DrStigHD/Callum Brown and i'd like to welcome you to our Arma 3 Life Lakeside server! In our server, we have many features that the community would love! I am going to explain some! We have; The ability to call other players in game! The ability to switch task force radio channels with the click of a button! Special perks for certain items in game! Lots and lots of different textures like a galaxy Lamborghini! Custom HUD Way points! A job system like Garry's mod RP (Players control the economy and jobs.. AI in place for when that's not available. LSMO [Lakeside Mayors Office] If you're intrested in joining our community, visit our website​ or come to our teamspeak at ts.drhdgaming.co.uk
  19. Hi community, Since 3DEN, If I run any mission (coop 8 - 1player 7 playable slots) in MP, the revive option returns "ERROR: No vehicle IS REVIVING YOU" in the incapacitated chrono bar. Furthermore, if I choose another unit than player, there in one more problem: After player's respawn (I'm testing MP with 1 player), 2 units have the same name (player's name): Player and another unit. So the automatic name of the unit in the chosen slot seems to disappear. In 2D, these missions registered in MP, (backup mission.sqm), don't have these problems (reviving + lost of unit's name). So it's not linked to mods but editor behavior.
  20. SonOfKrazyBee

    Section 7 PMC

    Section 7 - PMC “If there is no road we make one†About: Section 7 is a casual milsim community. We have 1 rule, don’t be a dick. We highly enforce that rule. Section 7 was first started to create a relaxing and fun, yet professional gaming community for gamers who want to enjoy the experience of Arma, but in a realistic and intense way. Section 7 is lead by a great group of guys, who will command you through battle, joke around, and teach you new things, as well as give you a lifetime experience. The Section 7 ranking is simple, and simulated. No need to salute or call your higher rankings “sirâ€. Section 7 is lead as well, by veterans, and active duty. Giving you a great front seat to learning new things. Such as bounding, formations, and more. Don’t know how to install mods, or don’t understand proper formations, bounding, and other combat techniques? No problem! Section 7 SO’s will give you the education you need in under a couple of hours to be a awesome S7 operator! So, do you want to play Arma 3 how it was really meant to be played? Stop by and experience a true Arma 3 community. Process Of Joining/Training: Section 7 is very simple and easy to understand group. We do have regular trainings and drill, yet rarely. We have a 1-2 hour IT course, for the new players. The IT (Individual Training), teaches you the very basics of fire team movements, and procedures to make sure you fit in well with your assigned group! For those who want to build up, you can become a well trained pilot or SO, senior operator, and as well can specialize after IT, in advanced courses such as Marksmen Courses, Advanced Rifleman Courses, UGL Courses, and more! Think you're too young to join? No problem, no age limit is required, yet we recommend 18 and older. You got one shot, don’t be an immature person. More Information: For more information you can always visit our website: http://www.s7-gaming.com/ Teamspeak IP: sec7.typefrag.com As well you can always ask questions below! Game nights Below: United States Timezones: 7:00pm Eastern Standard Time (EST) 5:00pm Mountain Standard Time (MST) 4:00pm Pacific Standard Time (PST) 6:00pm Central Standard Time (CST) For more time-zones click the link below: https://docs.google.com/document/d/1YUF0WJbOb1UWSzxUXc8pi8tcx_d_rZord01hmx-mFys/edit?usp=sharing
  21. Can one of you nice people make a script for me, i want it to detect if a player in a certain white-list uses the F12 key and in sidechat format message people of another white-list group. I tried but i couldn't get it to work.
  22. Hi guys, A friend and I have been talking about this quite a bit recently. The only criticism he had about the game was the setting. He felt it was a weird choice to set it slightly in the future he felt it was unnecessary and led to some weird weapons and vehicles. To an extent I agree with him BUT I don't mind It as much. We came to the conclusion that we hope the next one is set in the present day as technology and weapons seem to have come a long way since the arma 2 days and we would enjoy it more. Thays just our opinion. My actual question is what was the developers’ reason for the semi futuristic setting? Do we know anything at all about the future of arma? (Next game etc.) Thanks.
  23. Whenever I play-test my mission in the Eden Editor, a black box appears with random symbols (always the same) saying "Invalid number in expression." Any help? I think it may be something with scripting but I haven't touched that at all. Screenshot here. https://www.dropbox.com/s/mvq7n087wxs6y9m/2016-02-19_00002.jpg?dl=0
  24. So i saw a video a couple of days ago where the player that controled zeus has access to thermal vison. After a google search i found this http://feedback.arma3.com/view.php?id=17794 on the Arma 3 feedback website. I tried multiple times to get it to work but no progress, so i went in the editor and looked up the function in the function viewer. This is what i got from it. I have tried a couple of things but nothing has worked yet. If anyone knows how to get this to work that would be great. Hopefully it will also help other mission makers in the future. Thanks in advance for any help or tips i get.
  25. Ok, I know ARMA 3 is still getting better and better. BUT! Me and friends are talking about how games are just going down hill from here. Gta5 sucks, Call of Duty is completely ruined, and all games are getting futuristic. Arma is the kind of game you can play for HOURS. But its getting futuristic. All im hoping is that ARMA 4 will be set in a modern year like 2010-2018. Or even set in WW1-2 or Vietnam. I know Bohemia made ARMA 2, but the community needs is a ARMA 2 with better graphics. Thanks for hearing me out community, leave some suggestions on what you want in ARMA 4. Or even future ARMA 3. Please no hate, but you can leave what you think on this comment. (Not hating on ARMA 3 at ALL! I have too many hours on this game)
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