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Found 375 results

  1. Hi community and developers. Love the game and most of us are grateful to finally be able to play the Arma series on console. But ..and it's a big but. Developers need to look at other fps games and how they successfully adapted the control scheme to work with a game pad. Going your own way thinking this will be intuitive or groundbreaking in fluid controls...usually don't work. We as console players are used to the most universal layout used in shooters..it goes like this: (Only using Xbox layout this time around) A = jump/vault B = crouch/prone X = reload/interact Y = switch weapons Left trigger = aim Right trigger = fire Left trigger press down (L3)= sprint Right trigger press down (R3) = melee D-pad for quick access and or chat/ping Right bumper = grenades Left bumper = chat/ping or weapon wheel Left trigger + L3 (press left analog down) lean left. Left trigger + R3 (press right analog down) lean right. This is the basics. Now, you got some of it right but other stuff are horrible and far from intuitive. Even if it's a milsim it must be smooth and fun to play. Milsim means one wrong step and your dead...you can not have a weird control layout. Muscle memory takes time. Imagine if PC players was forced to play with the arrow keys instead of wasd..or if space bar could not be bind to jump or action. It could work ..but would take getting used to. Now, with that said, here are my idea on a good setup (please reply and let them know your prefered layout). A = jump/vault B = crouch/prone X = reload/interact Y = switch weapons Left trigger = aim Right trigger = fire D-pad for quick slots Left trigger press down (L3)= sprint Right trigger press down (R3) = activate chat on or off Left bumper hold for = weapon wheel and channel switch (navigate with right analog and release) Right bumper = hold for free look Left trigger + L3 (press left analog down) lean left while aiming Left trigger + R3 (press right analog down) lean right while aiming. For me it would be ok if i could only go full lean.. i don't use lean adjustments. The rest of the controls as it is now works with the buttons (double press third person etc). What we console players often ask for is an X and Y slider seperatly so that we can tweak both horizontal and vertical aiming. Having just one slider for both is a recipe for disaster and just ends in horrible aimcontrol and micro adjustment in long distance firefights. The other major problem i have is the sluggish and weird animations/movement. My controller and my actions don't seem attached to the character. For instance, when i crouch and look around (not free look) the body follows after awhile..the body adjust after where i look in a sluggish way. When sprinting it's slower when looking around, not as responsive. Hard to put into words. But this have been in every bohemia game I've played so i guess it's the engine. You seriously need to play and test it more with a controller. Hire some console gamers for a summer job and let them try it out. Some random points, both new and what we talked about. 1. No "save loadout" in conflict. Re-arm every time you respawn. 2. Custom controls 3. Tighter controls and less clunky movement/aiming 4. Mods for multiplayer 5. Russian camo or allow to use FIA in C&H and conflict. Seriously..the Russians look ugly in their brown 1972 "suit" and helmet. The FIA at least look cool. 6. Scope option for AR, 2x or 3x 7. Vault needs an overhaul, very clunky. 8. When crouched and looking around, the character does all kinds of weird follow up movements. Distracting. 9. Better ballistics and explosions. 10. Switch between weapons on Y. 11. X/Y aim option seperatly 12. Game master C&H and bounderis to fight in just specific parts of the map. 13. Loadout screen and save option at main menu. Would be so much easier (still available to change in game/on server of course). 14. A.I can spot you way to easily in bushes. Needs rework. 15. More camouflage options for both factions 16. APC and more armored options. 17. Friend and lobby invite. 18. Stay on server once the game is won/lost and wait for reload/match restart. 19. Fuel consumption? Vehicle damage? Right now i can hit a tree going 100km/h and just reverse and keep going. 20. Cross play with PS5 once it's released 21. Attachment on weapons like flashlight or grips. 22. ( I know i will get flamed for this) A fully rotational compass on the bottom middle screen for easier call outs during hectic firefights. (It's a game..some advantages to real life must be added). Thank you for reading. PS. My thumbs hurt..typing from a mobile phone
  2. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  3. Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  4. I´m playing Arma since more than 15 Years, and in all the time a lot of my friends were saying, "yeah the games great and all, but we dont want to buy an gaming pc just for that, we stay on console". Well, i know it sounds stupid to suggest that, but it would be awesome to play arma on all Plattforms, so Playstation 5, Xbox and so on. I know the controller is not a possible alternative to the keyboard, but for me it could be a possibility to create scenarios on my PC, and when i want to play with some friends on Console, they can join in, but only got simple movements, so they can't go through all the stances or so. A little less complexisity but more of an "casual" shooter for non-pc gamers.
  5. https://gyazo.com/641c0226cab80eac03d04a2c5fed444b Above is an SS of my notepad. Trying to activate a trigger through my SQF with triggerActivated TurboBomb; Below are the settings of that trigger. https://gyazo.com/ce586674451bc34a810bb59350bb9817 I tried triggering the E2 setDamage [1, true]; from the sqf itself but that didnt seem to work.
  6. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  7. 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.
  8. What does this script do? This script spawns random reinforcements (group from 4 to 10 men) of the desired faction at the given position, and they will automatically redirect to players position (at the moment of script call, as Last Known Position). Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _faction → String → Faction (see below) _sideReinforcements → Side → Side of reinforcements of which can be → west, east, independent _spawnPosition → Position → Center position of where you want to spawn reinforcements _rangeOfSpawn → int → Range of spawn from spawnPosition (if you like to narrow spawn just set this as 1) _addVehicle → Bool → Add a support vehicle Do you think side can be redundant? Maybe, but faction has been added secondly as I didn't want plain CSAT reinforcements when I'm playing on Livonia with Specnaz units, you know? I know not all RHS units have been added, I probably will, no guarantee. If you do script, you can.. Just look at the code, it's easy. Supported Factions SUPPORTED VANILLA FACTIONS: BLU_F NATO (standard) OPF_F CSAT (standard) IND_F AAF (standard) BLU_T_F NATO (Apex, pacific) OPF_T_F CSAT (Apex, pacific) IND_C_F Syndikat (Apex) BLU_W_F NATO Woodland (Contact) OPF_R_F Specnaz (Contact) IND_E_F LDF (Contact) SUPPORTED MODS FACTIONS: rhs_faction_usarmy_d RHS USAF (USA Army D OCP) rhs_faction_usarmy_wd RHS USAF (USA Army D UCP) rhs_faction_usmc_d RHS USAF (USA Army D MARPAT) rhs_faction_usmc_wd RHS USAF (USA Army WD MARPAT) rhs_faction_msv RHS AFRF (Russia MSV EMR) rhs_faction_vdv RHS AFRF (Russia VDV DES) rhssaf_faction_army RHS SAF (KOV Digital) Tban EricJ Taliban Units Edit: Added Syndikat faction IND_C_F (26/02/2022) How do I call the script? Let's say I am a BLUFOR player and I call for reinforcements, just put the following line in a activation trigger line: ["BLU_F", west, getMarkerPos "spawnMarkerPoint", 1, true] execVM "reinforcements.sqf"; Let's say RHS AFRF (Russians) enemy called reinforcements instead, those reinforcement will proceed to my position to engage: ["rhs_faction_msv", east, getMarkerPos "russianReinforcementsSpawnMarker", 1, false] execVM "reinforcements.sqf"; reinforcements.sqf //Uncomment following if used as function //params["_faction","_sideReinforcements","_spawnPosition", "_rangeOfSpawn","_addVehicle"]; //Uncomment following if used as script _faction = _this select 0; _sideReinforcements = _this select 1; _spawnPosition = _this select 2; _rangeOfSpawn = _this select 3; _addVehicle = _this select 4; _unitsArray = []; _vehicleArray = []; _unitsArrayToSpawn = []; _counter = 0; //Parsing factions switch (_faction) do { //Vanilla case "BLU_F": //NATO (standard) { _unitsArray = [ "B_Soldier_SL_F", "B_Medic_F", "B_Soldier_GL_F", "B_Soldier_F", "B_HeavyGunner_F", "B_Soldier_LAT_F", "B_Soldier_M_F", "B_Soldier_AR_F", "B_Soldier_LAT2_F", "B_Soldier_UAV_F" ]; _vehicleArray = [ "B_MRAP_01_hmg_F" ]; }; case "OPF_F": //CSAT (standard) { _unitsArray = [ "O_Soldier_SL_F", "O_Medic_F", "O_Soldier_HAT_F", "O_Soldier_GL_F", "O_Soldier_F", "O_HeavyGunner_F", "O_Soldier_F", "O_Soldier_M_F", "O_Soldier_AR_F", "O_Soldier_UAV_F" ]; _vehicleArray = [ "O_MRAP_02_hmg_F" ]; }; case "IND_F": //AAF units { _unitsArray = [ "I_Soldier_SL_F", "I_Medic_F", "I_Soldier_GL_F", "I_Soldier_F", "I_Soldier_AR_F", "I_Soldier_F", "I_Soldier_AT_F", "I_Soldier_AA_F", "I_Soldier_M_F", "I_Soldier_UAV_F" ]; _vehicleArray = [ "I_MRAP_03_hmg_F" ]; }; case "IND_C_F": //Syndikat units { _unitsArray = [ "I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F", "I_C_Soldier_Bandit_7_F", "I_C_Soldier_Bandit_1_F", "I_C_Soldier_Para_5_F", "I_C_Soldier_Bandit_6_F", "I_C_Soldier_Bandit_5_F", "I_C_Soldier_Bandit_4_F", "I_C_Soldier_Para_6_F", "I_C_Soldier_Para_3_F" ]; _vehicleArray = [ "I_C_Offroad_02_AT_F" ]; }; case "OPF_T_F": //Chinese CSAT (Apex) { _unitsArray = [ "O_T_Soldier_SL_F", "O_T_Medic_F", "O_T_Soldier_HAT_F", "O_T_Soldier_GL_F", "O_T_Soldier_F", "O_T_HeavyGunner_F", "O_T_Soldier_F", "O_T_Soldier_M_F", "O_T_Soldier_AR_F", "O_T_Soldier_UAV_F" ]; _vehicleArray = [ "O_T_MRAP_02_hmg_ghex_F" ]; }; case "BLU_T_F": //NATO Pacific (Apex) { _unitsArray = [ "B_T_Soldier_SL_F", "B_T_Medic_F", "B_T_Soldier_GL_F", "B_T_Soldier_F", "B_T_HeavyGunner_F", "B_T_Soldier_LAT_F", "B_T_Soldier_M_F", "B_T_Soldier_AR_F", "B_T_Soldier_LAT2_F", "B_T_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "BLU_W_F": //NATO (Contact) { _unitsArray = [ "B_W_Soldier_SL_F", "B_W_Medic_F", "B_W_Soldier_GL_F", "B_W_Soldier_F", "B_W_HeavyGunner_F", "B_W_Soldier_LAT_F", "B_W_Soldier_M_F", "B_W_Soldier_AR_F", "B_W_Soldier_LAT2_F", "B_W_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "OPF_R_F": //Specnaz (Contact) { _unitsArray = [ "O_R_Soldier_SL_F", "O_R_Medic_F", "O_R_Soldier_LAT_F", "O_R_Soldier_GL_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_Soldier_M_F", "O_R_Soldier_AR_F", "O_R_JTAC_F" ]; _vehicleArray = [ "O_T_LSV_02_armed_F" ]; }; case "INF_E_F": //LDF (Contact) { _unitsArray = [ "I_E_Soldier_TL_F", "I_E_Medic_F", "I_E_Soldier_GL_F", "I_E_Soldier_F", "I_E_Soldier_AR_F", "I_E_Soldier_F", "I_E_Soldier_AT_F", "I_E_Soldier_AA_F", "I_E_Soldier_M_F", "I_E_Soldier_UAV_F" ]; _vehicleArray = [ "I_E_Offroad_01_covered_F" ]; }; case "rhs_faction_usarmy_d": //RHS USAF (USA Army D OCP) { _unitsArray = [ "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_medic", "rhsusf_army_ocp_grenadier", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_javelin", "rhsusf_army_ocp_marksman", "rhsusf_army_ocp_aa", "rhsusf_army_ocp_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_m2" ]; }; case "rhs_faction_usarmy_wd": //RHS USAF (USA Army W UCP) { _unitsArray = [ "rhsusf_army_ucp_squadleader", "rhsusf_army_ucp_medic", "rhsusf_army_ucp_grenadier", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_autorifleman", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_javelin", "rhsusf_army_ucp_marksman", "rhsusf_army_ucp_aa", "rhsusf_army_ucp_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_m2" ]; }; case "rhs_faction_usmc_d": //RHS USAF (USMC D) { _unitsArray = [ "rhsusf_usmc_marpat_d_squadleader", "rhsusf_navy_sarc_d_fast", "rhsusf_usmc_marpat_d_grenadier", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_autorifleman", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_javelin", "rhsusf_usmc_marpat_d_marksman", "rhsusf_usmc_marpat_d_stinger", "rhsusf_usmc_marpat_d_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_s_m2" ]; }; case "rhs_faction_usmc_wd": //RHS USAF (USMC WD MARPAT) { _unitsArray = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_navy_sarc_wd_fast", "rhsusf_usmc_marpat_wd_grenadier", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_autorifleman", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_marksman", "rhsusf_usmc_marpat_wd_stinger", "rhsusf_usmc_marpat_wd_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_s_m2" ]; }; case "rhs_faction_msv": { _unitsArray = [ "rhs_msv_emr_sergeant", "rhs_msv_emr_medic", "rhs_msv_emr_grenadier_rpg", "rhs_msv_emr_rifleman", "rhs_msv_emr_arifleman_rpk", "rhs_msv_emr_rifleman", "rhs_msv_emr_rifleman", "rhs_msv_emr_aa", "rhs_msv_emr_LAT", "rhs_msv_emr_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_msv" ]; }; case "rhs_faction_vdv": { _unitsArray = [ "rhs_vdv_des_sergeant", "rhs_vdv_des_medic", "rhs_vdv_des_grenadier_rpg", "rhs_vdv_des_rifleman", "rhs_vdv_des_arifleman_rpk", "rhs_vdv_des_rifleman", "rhs_vdv_des_rifleman", "rhs_vdv_des_LAT", "rhs_vdv_des_aa", "rhs_vdv_des_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_3camo_msv" ]; }; case "Tban": { _unitsArray = [ "TBan_Fighter6", "TBan_Fighter5", "TBan_Fighter4", "TBan_Fighter3NH", "TBan_Fighter2NH", "TBan_Fighter1NH", "TBan_Fighter3", "TBan_Fighter2", "TBan_Fighter1" ]; _vehicleArray = [ "Tban_O_Offroad_01_F" ]; }; case "rhssaf_faction_army": { _unitsArray = [ "rhssaf_army_m10_digital_sq_Lead", "rhssaf_army_m10_digital_medic", "rhssaf_army_m10_digital_gl", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_mgun_m84", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_spec_aa", "rhssaf_army_m10_digital_spec_at", "rhssaf_army_m10_digital_sniper_m76" ]; _vehicleArray = [ "rhssaf_m1151_olive_pkm" ]; }; }; _groupSize = [4,10] call BIS_fnc_randomInt; _unitsArray resize _groupSize; //Random position around given position _randomSpawnPosition = [_spawnPosition, random _rangeOfSpawn, random 360] call BIS_fnc_relPos; //Spawning group _spawnedGroup = [_randomSpawnPosition, _sideReinforcements, _unitsArray] call BIS_fnc_spawnGroup; _waypoint = _spawnedGroup addWaypoint [position (allPlayers select 0), 0]; _waypoint setWaypointBehaviour "AWARE"; _waypoint setWaypointCombatMode "RED"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["true",""]; _spawnedGroup setCurrentWaypoint [_spawnedGroup, 0]; //Spawning vehicle if (_addVehicle) then { _vehGroup = [_randomSpawnPosition, _sideReinforcements, _vehicleArray] call BIS_fnc_spawnGroup; _wp = _vehGroup addWaypoint [position (allPlayers select 0), 0]; _wp setWaypointBehaviour "AWARE"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _wp setWaypointType "MOVE"; _wp setWaypointStatements ["true",""]; _vehGroup setCurrentWaypoint [_vehGroup, 0]; };
  9. Arma 3 Assets Navigating through 1000+ game objects can be a mess. To help you with finding a soldier, vehicle, object, item, weapon or magazine you want, we're going to maintain an official library of Arma 3 Assets on the Community Wiki. Entries are cross-linked, so you can easily access soldier's equipment, weapon accessories or addons they all belong to. Preview images are attached to every object and item with model, so you can check them without even starting the game. Have fun with modding ;) Objects By addons By side BLUFOR OPFOR Independent Civilian Empty Items By addons By type Weapons Vehicle Weapons Items Magazines
  10. I had a Function wrote by a friend that I need to call in a MP mission file. The Function is saved in the file already in a sub folder called functions and is called fn_MoveObject.sqf How would I go about calling this function in an SQF? Also is there a better way to call an sqf on a MP mission than "call{Ham addaction [ "Check in with the Sergeant", { "HamTalk.sqf" remoteExec ["execVM", 2];}];};"
  11. Sulon480

    [sp campaign] Operation Fikoj

    Author: Sulon480 Version: 1.0 ChangeLog: 1.0 (current) Operation Fikoj is a simple campaign taking place on Malden. The plot is simple; As a Soviet soldier you most lead your men in 12 various missions and slowly take control of the island. Fun fact: I'm not a pro, just an OFP fan, been making missions for a few years but only for myself. My friend persuaded me to make a full campaign from several missions, so here it is. As I said earlier it's not comparable to the official campaigns for example (no fancy cutscenes) let's just say, that I just binded some missions together in chronological order. Features: 12 missions with briefings which connect to each other. Hope you'll have fun playing it! 😉 Known Bugs: no Required Addons: -none link: https://drive.google.com/file/d/1iyIiorHi54k5-os1YfEtrgg_5xT0xQlB/view?usp=sharing
  12. Hello, i have the problem that I lose connection to every server after 5-30 minutes. I then get the message "no message received for ... seconds" and after that "lost connection to host". I already tried to reinstall the game, restart my router, turn off firewall and antivirus and reinstall battleye manually. Now I'm out of ideas. Would be great if someone finds a solution or has a tipp. It makes the game unplayable for me.
  13. Hi! I found a program called "Flashpoint Campaign Wizard 1.0.1 by Miker Andrew" This was made as a tool to easily make a full ofp campaign. So I quickly tied two of my random Arma missions to see if it worked... It actually did so I just started making proper missions (with story, descripitons and music and such) so I could make some kind of campaign to my friends or to upload it somewhere idk. I already made like 8 missions, wanted to test it but for some reason it doesn't work. Maybe cause this program was made for ofp, and not arma? I mean those are the same games, only different versions... So anyway, is there any way a simple mission maker like me could easily put a campaign together? I mean I don't need them fancy cutscenes and stuff, just like 15 mission after one another you know... BTW I hope this is the right place to post this... lol
  14. Who we are? Hell Bois is a group of players seeking to ultimately have fun, we are a fairly new group but our member list is ever so growing we're looking to meet new people and have a good time all around. We are based in Australia but anyone is welcome (English is a must) What we do? Every week we host a Milsim campaign, during the week/on our off days we host mini games, side operations and more! Why join? Put simply we want you to come have fun! Whilst we're serious in our milsim we're taking a more relaxed approach to the community as a whole and are putting an emphases on fun. How to join? Click on the link provided: DISCORD Requirements ► Must have a legal copy of Arma 3 ► Must speak proficient English ► Must have a working Microphone ► Willing/Able to play during Australian time zone (AEDT/AEST)
  15. I understand that there are other threads with their own replies, but I figured that - for the sake of convenience - I'd add my own personal details for this error code should none of the replies from other threads help! Attached are the RPT. file for the most recent startup fail + screenshot of the screen itself when the startup process comes to a halt. I hope this gives some insight, been this way for a little over two weeks 😞 Thank you in advance for ANY tips! I really do appreciate it. RPT. file: https://justpaste.it/9i30j Screenshot of Error Message: https://justpaste.it/6u3f0
  16. ─────── 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 release from Github: https://github.com/Arkensor/A3LOG/releases/tag/1.8 ─────── 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
  17. Rengate

    ArmA Unit Suspension

    So recently my ArmA Unit got suspended for having the discord link in the description of the Unit. No where did it say we couldn't do that but no big deal, easy fix right? Well after removing the link I tried submitting the appeal via the automated system thats on the units page. However the form never submits, it keeps loading and loading until it eventually it just stops trying and makes you press submit again. I tried contacting Bohemia support with no such luck as of yet, so now Im reaching out to the community to see if anyone else has had this issue and or if anyone knows a fix for it.
  18. If you are looking for a good feeling server, please don't hesitate to configure mods and join the [TCF] wasteland server on A3. Underrated gameplay with no limits and full tactics and combat freedom with missions, loot crates, a lot of vehicles and gear. Good starting server for a new players to learn and feel full potential of ArmA3 gameplay. Server made by FANS for FANS! Steam Group https://steamcommunity.com/groups/tcfwasteland Discord https://discord.gg/G6f3UHcb2F Required Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572205181 Supported Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572210741
  19. Hey, I'm new to this so please bear with me. I am looking for front view images of 2035 UN Peacekeepers (Canadian Army, woodland camouflage pattern with blue UN helmet covers and blue vests). I currently do not have any access whatsoever to Arma 3, and I'm trying to get a good visual reference for my writing project that features the lore of Arma 3. here's what I found originally, however they are only the back view and side view: https://steamuserimages-a.akamaihd.net/ugc/832512818119062953/5E7FE33B2D02C81A883B7BA1ACE39FDB7E63C94C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false and https://steamuserimages-a.akamaihd.net/ugc/832512818119062328/61B9BA541F45BE1FAB2808AE829F04D96AB72CD3/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false Preferrably with a MX rifle (RCO hybrid optic mounted) thanks for working with me, I hope you all are doing well!
  20. I'm having an bit of trouble with with scripting a config for team loadouts. I'm not sure what I'm doing wrong with my code but Bluefor is able to access the respawn loadouts where as Opfor is not. I'm rather new to the forums and I don't know what tags I should apply to this post, any help will be greatly appreciated. 🙂 this is my config. Description.ext: //START OF WEST RESPAWN LOADOUTS! respawnTemplatesWest[] = {"MenuPosition", "MenuInventory"}; // Player loadouts class CfgRoles { class Assault { displayName = "Assault"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Defense { displayName = "Defense"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Support { displayName = "Support"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; }; class CfgRespawnInventory { //******************* // US EQUIPMENT //******************* class Alpha1 { displayName = "Pilot"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "vn_xm177_short", }; magazines[] = { "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", }; items[] = { "vn_m34_grenade_mag", "vn_m34_grenade_mag", "vn_m34_grenade_mag", "vn_m18_white_mag", "vn_m18_white_mag" }; linkedItems[] = { "vn_b_vest_aircrew_05", "vn_b_helmet_aph6_02_01", "vn_o_acc_km32_01", "vn_b_item_watch", "vn_b_item_compass", "vn_b_item_map", "vn_b_item_radio_urv10" }; uniformClass = "vn_b_uniform_k2b_01_02"; backpack = "B_Parachute"; }; //START OF EAST RESPAWN LOADOUTS! //******************* // VC EQUIPMENT //******************* class Gamma1 { displayName = "Pilot"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "vn_izh54_shorty" }; magazines[] = { "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", }; items[] = { "vn_t67_grenade_mag", "vn_t67_grenade_mag", "vn_t67_grenade_mag", "vn_rdg2_mag", "vn_rdg2_mag", "vn_o_item_firstaidkit" }; linkedItems[] = { "vn_o_vest_vc_04", "vn_o_helmet_zsh3_02", "vn_o_acc_km32_01", "vn_b_item_watch", "vn_b_item_compass", "vn_o_item_map", "vn_o_item_radio_m252" }; uniformClass = "vn_o_uniform_nva_air_01"; backpack = "B_Parachute"; }; }; and init.sqf: //West Loadouts [west, "Alpha1"] call BIS_fnc_addRespawnInventory; [west, "Alpha2"] call BIS_fnc_addRespawnInventory; [west, "Alpha3"] call BIS_fnc_addRespawnInventory; [west, "Alpha4"] call BIS_fnc_addRespawnInventory; [west, "Alpha5"] call BIS_fnc_addRespawnInventory; [west, "Alpha6"] call BIS_fnc_addRespawnInventory; [west, "Alpha7"] call BIS_fnc_addRespawnInventory; [west, "Alpha8"] call BIS_fnc_addRespawnInventory; [west, "Alpha9"] call BIS_fnc_addRespawnInventory; [west, "Bravo1"] call BIS_fnc_addRespawnInventory; //East Loadouts [east, "Gamma1"] call BIS_fnc_addRespawnInventory; [east, "Gamma2"] call BIS_fnc_addRespawnInventory; [east, "Gamma3"] call BIS_fnc_addRespawnInventory; [east, "Gamma4"] call BIS_fnc_addRespawnInventory; [east, "Gamma5"] call BIS_fnc_addRespawnInventory; [east, "Gamma6"] call BIS_fnc_addRespawnInventory; [east, "Gamma7"] call BIS_fnc_addRespawnInventory; [east, "Gamma8"] call BIS_fnc_addRespawnInventory; [east, "Gamma9"] call BIS_fnc_addRespawnInventory; [east, "Zeta1"] call BIS_fnc_addRespawnInventory;
  21. For some reason the amount of talk, theories and comments about future versions of Arma and the Enfusion engine has skyrocketed lately. Everyone is speculating and getting crazy about a potential announcement in the coming days regarding Arma 4. But what no one is talking about are the benefits of Enfusion taking longer to be released outside of the obvious "increased polish". Hopefully this post will show the anxious players out there that getting your Arma later than expected could be a good thing. I will be listing those benefits here and then keep updating the list with other users' contributions on the subject: 1) DirectX 12 Ultimate: With its Improved support for Raytracing 1.1 and Variable Rate Shading Technology means that when Arma 4 releases the engine will be able to make use of these amazing improvements. https://devblogs.microsoft.com/directx/announcing-directx-12-ultimate/ 2) Vulkan 1.2's Parallel Tasking Technology: Vulkan is a new-generation graphics and compute open standard API that provides high-efficiency, cross-platform access to modern GPUs that is currently used by most consoles other than the XBOX series. Vulkan 1.3 will provide additional improvements to its already impressive Parallel Tasking Technology which will bring lower CPU usage while also allowing developers to better distribute work among multiple CPU cores. https://en.wikipedia.org/wiki/Vulkan_(API) 3) Windows 11: With Windows 11 announcement just around the corner (June 24th 2021) it has been leaked that the OS will feature many optimizations for gaming in preparations to its revamped Xbox experience that is now integrated into Windows 11, offering quick access to Xbox Game Pass games, the social parts of Xbox network, and the Xbox store. https://www.theverge.com/2021/6/15/22535123/microsoft-windows-11-leak-screenshots-start-menu 4) Microsoft's DirectStorage: PC game load times are about to get a whole lot faster thanks to Microsoft's DirectStorage tech, The tech behind the super fast load times on the Xbox Series X is coming to PCs in the form of DirectStorage, Microsoft have announced. The DirectX API aims to dramatically reduce loading times and enable developers to create bigger, more detailed worlds than ever before thanks to its "best in class IO tech" (that's input / output, in case you're unfamiliar with the term) - if you've got the right kind of SSD, that is. https://www.rockpapershotgun.com/pc-game-load-times-are-about-to-get-a-whole-lot-faster-thanks-to-microsofts-directstorage-tech 5) Nvidia RTX IO: "When used with Microsoft’s new DirectStorage for Windows API, RTX IO offloads dozens of CPU cores’ worth of work to your GeForce RTX GPU, improving frame rates, enabling near-instantaneous game loading, and opening the door to a new era of large, incredibly detailed open world games," according to Nvidia. https://www.rockpapershotgun.com/pc-game-load-times-are-about-to-get-a-whole-lot-faster-thanks-to-microsofts-directstorage-tech 6) NVIDIA DLSS: (Deep Learning Super Sampling) is groundbreaking AI rendering technology that increases graphics performance using dedicated Tensor Core AI processors on GeForce RTX™ GPUs. https://www.nvidia.com/en-us/geforce/technologies/dlss/ 7) AMD's FidelityFX Super Resolution: The technology boosts frame rates and resolution of gameplay without requiring people to upgrade their hardware. FSR is an image upscaling technology. Depending on the game, it can provide more than three times the performance of native resolution that's set to Performance. https://www.windowscentral.com/amd-unveils-fidelityfx-super-resolution-its-answer-nvidias-dlss 8.) True competition is around the corner: For the longest time the Arma franchise has benefited from being "the only kid on the block" regarding some of its more unique features: Huge Maps, Combined Arms, Advanced Ai, Accurate and "closer to reality" simulation of some of its systems and above all, the user's freedom to modify and create new experiences via modding, scripting, mission making via EDEN Editor etc. That "Only Child" situation that benefited Bohemia Interactive's creations for so long could soon no longer be the case thou, as many games and/or game companies that spawned from Arma's mods such as POG and the Battle Royale Genre, the Survival Genre etc have "opened their eyes" to the "revenue potential" that exists and now other big industry names and companies have developed a thirst for Arma like "business models and features". Icarus Survival being the latest example of this previous claim: https://www.rockpapershotgun.com/icarus-survival-game-preview Of course it has taken years for the competition to get even close to what the RV and "Soon TM" the Enfusion engine will offer. Yet we are perhaps one generation away from getting the UNREAL ENGINE just as good and easy to use as the EDEN EDITOR, and other companies' game engines being able to deliver the same features with the same realism and detail as Arma does currently. Enfusion will surely be the tool, main weapon but also the testing grounds that will be facing that next gen competition and its ability stay relevant will dictate the future of BI in years to come so it better be good and it better be polished on release.
  22. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  23. *PLEASE NOTE* (THIS IS ONLY SPECULATION) I just came across a very interesting video on YouTube and i thought id debate this with the arma community https://youtu.be/8kp5OkPWopk do you guys think this guy is correct about the speculation whether Arma Reforger is a Remastered version of the game that started this amazing MILSIM game franchise ? lets debate and share our opinions and findings im interested in hearing what you guys think😁
  24. Flash-Ranger

    Radio Arma

    Web : http://radioarma.com Mail : contact@radioarma.com Hosts : Flash-Ranger, Syhrus What is Radio Arma ? Radio Arma is a project initialised between Stef, Flash and ArmaHosts. We aim to release weekly interviews, podcasts and news about what is happening in the Arma 3 community. Bohemia Devs, Modder, Youtubers, Units, we provide you with all the latest information on the insides of the community. Episodes :
  25. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
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