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Found 334 results

  1. Hello Community, I brain teasering a long time. Search the web for a solution but I don`t find something. Can someone help. Know someone to place a 3D Marker in the editor like the E3 2012 presentation from ArmA 3? Like this?
  2. AveryTheKitty

    Odd shadows on model

    Hello. I've been getting these odd shadows on my models recently, any reason why? The shemagh uses vanilla textures, "armor1_co.paa" and "armor1.rvmat". http://i.imgur.com/hVuDs8k.jpg Thanks, Night515
  3. Hello all, So I have been working on a mission that utilizes essentially a town full of people. From the start of the mission they'll just walk around (I gave them waypoints), but once the fighting begins, I needed them to run around (using a doMove ... command). It works fine, however, there are some problems. I am now slowly starting to optimize my mission, and having over 40 civilian units each with defined variables takes a toll on fps and performance when executing scripts. Not to mention the hassle of dealing with so many unit icons on the editor map.. Is there a way to just spawn civilians randomly in a zone and have them just walk around until an event occurs causing them to just frantically run? I tried to create a script for this (spawning them, that is), but due to my lack of time and little scripting knowledge I'm smacking into some dead ends. Here is what I have created thus far, in case any of you guys would like to look at it: _civilianGroup = ["C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F","C_man_p_fugitive_F"]; _civilianSpawn = ["civspawn1"]; //civspawn1 is a marker on my map _radius = 200; _amount = 0; _grp = createGroup civ; while {_amount < 10} do { sleep 3; _civUnit = _civilianGroup call BIS_fnc_selectRandom; hint format ["the civilian will be: %1",_civUnit]; //hints were just used for testing each line of code.. sleep 2; _markerPos = _civilianSpawn call BIS_fnc_selectRandom; hint format ["the marker will be: %1",_markerPos]; _civie = _civUnit createUnit [getMarkerPos _markerPos,_grp]; _distance = [1,_radius] BIS_fnc_randomInt; // I believe this part and below are the areas that are causing problems _direction = [0,359] BIS_fnc_randomInt; _randomPos = [_civie,_distance,_direction] call BIS_fnc_relPos; }; Once again thanks in advance for any help you guys can bring. Bonus Question: If there are any general methods to optimize a single player mission, I'd love to know! -Jake
  4. Unit Disbanded due to lack of interest.
  5. I was using this sample to help make my addon work, but as time went on and my addon had some errors I couldn't fix I decided to test the source ! Arma 3 Samples Test_Heli_01.. it didn't work... first there was error in : model = "\Samples_F\Test_Heli_01\Test_Heli_01.p3d"; should be Test_Heli_01\Test_Heli_01.p3d"; then some other error with damage to rotor. along with spam in rpt: Warning: test_heli_01\test_heli_01.p3d:shadow(0), vertex: 791, sum of weights is 200, should be 100 Warning: test_heli_01\test_heli_01.p3d:VIEW_CARGO, vertex: 4291, sum of weights is 200, should be 100 when it came to p3d there were a tone of rpt errors, to many to list. So my thing is how I'm I to learn if the source is not good? Is there something I did wrong? was I supposed to open the p3d files and burn them or something? or is it just it is what it is? I'm not bitching just looking for answers ....
  6. Hi all, i try to work on some Dialogs for my new Multiplayer Mission. I watched a tutorial Video and just did the same as the guy in the video. So here are my scripts: Description.ext: #include "defines.hpp" #include "dialogs.hpp" respawn = 3; respawnDelay = 5; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory"}; class cfgRespawnInventory{ class WEST1{ displayName = "Rifleman"; vehicle = "B_Soldier_F"; weapons[] = {"FakeWeapon"}; magazines[] = {}; items[] = {}; linkedItems[] = {}; uniformClass = "U_BasicBody"; } class WEST2{ displayName = "Medic"; vehicle = "B_medic_F"; } class EAST1{ displayName = "Rifleman"; vehicle = "O_G_Soldier_F"; } class EAST2{ displayName = "Medic"; vehicle = "O_G_medic_F"; } } dialogs.hpp: class BluforVehics_dialog{ idd = -1; movingenable = false; class controls{ //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by KingEldarion, v1.063, #Votyvu) //////////////////////////////////////////////////////// class bluforVehics_mainFrame: RscFrame { idc = 1800; text = "Hello!"; //--- ToDo: Localize; x = 1 * GUI_GRID_W + GUI_GRID_X; y = 1.5 * GUI_GRID_H + GUI_GRID_Y; w = 37.5 * GUI_GRID_W; h = 16 * GUI_GRID_H; }; class bluforVehics_text1: RscText { idc = 1000; text = "Hello this is a text!!!"; //--- ToDo: Localize; x = 6 * GUI_GRID_W + GUI_GRID_X; y = 4.5 * GUI_GRID_H + GUI_GRID_Y; w = 8 * GUI_GRID_W; h = 2 * GUI_GRID_H; }; class bluforVehics_text2: RscText { idc = 1001; text = "A really amazing text!"; //--- ToDo: Localize; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 9 * GUI_GRID_H + GUI_GRID_Y; w = 9.5 * GUI_GRID_W; h = 4 * GUI_GRID_H; }; class bluforVehics_button1: RscButton { idc = 1600; text = "A Button"; //--- ToDo: Localize; x = 5.5 * GUI_GRID_W + GUI_GRID_X; y = 12.5 * GUI_GRID_H + GUI_GRID_Y; w = 6.5 * GUI_GRID_W; h = 3.5 * GUI_GRID_H; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; defines.hpp // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0C #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_ROUNDED_CORNER ST_GROUP_BOX + ST_CENTER #define ST_ROUNDED_CORNER2 ST_GROUP_BOX2 + ST_CENTER #define ST_TYPE 0xF0 #define ST_SINGLE 0x00 #define ST_MULTI 0x10 #define ST_TITLE_BAR 0x20 #define ST_PICTURE 0x30 #define ST_FRAME 0x40 #define ST_BACKGROUND 0x50 #define ST_GROUP_BOX 0x60 #define ST_GROUP_BOX2 0x70 #define ST_HUD_BACKGROUND 0x80 #define ST_TILE_PICTURE 0x90 #define ST_WITH_RECT 0xA0 #define ST_LINE 0xB0 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 //////////////// //Base Classes// //////////////// class RscText { access = 0; idc = -1; type = CT_STATIC; style = ST_MULTI; linespacing = 1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; shadow = 0; font = "PuristaLight"; SizeEx = 0.02300; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; }; class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaLight"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscButton { access = 0; type = CT_BUTTON; text = ""; colorText[] = {1,1,1,.9}; colorDisabled[] = {0.4,0.4,0.4,0}; colorBackground[] = {0.75,0.75,0.75,0.8}; colorBackgroundDisabled[] = {0,0.0,0}; colorBackgroundActive[] = {0.75,0.75,0.75,1}; colorFocused[] = {0.75,0.75,0.75,.5}; colorShadow[] = {0.023529,0,0.0313725,1}; colorBorder[] = {0.023529,0,0.0313725,1}; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; style = 2; x = 0; y = 0; w = 0.055589; h = 0.039216; shadow = 2; font = "PuristaLight"; sizeEx = 0.03921; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; borderSize = 0; }; class RscFrame { type = CT_STATIC; idc = -1; style = ST_FRAME; shadow = 2; colorBackground[] = {1,1,1,1}; colorText[] = {1,1,1,0.9}; font = "PuristaLight"; sizeEx = 0.03; text = ""; }; class Box { type = CT_STATIC; idc = -1; style = ST_CENTER; shadow = 2; colorBackground[] = { 0.2,0.9,0.5, 0.9}; colorText[] = {1,1,1,0.9}; font = "PuristaLight"; sizeEx = 0.03; text = ""; }; bluforVehicsOpenDialog.sqf: _handle = createDialog "BluforVehics_dialog"; if(!_handle) then {hint "Dialog couldnt be found!"}; So i tried to execute the bluforVehicsOpenDialog.sqf by a trigger and by an addActionCommand on some environment, and it seems to work with both options. I dont get the hint that the dialog couldnt be found and in the game, the Cursor is shown like in the gui in the tutorial, but i cannot see the GUI Elements. So can someone help me, i looked over the whole script and googled it up but i cant find anything what has gone wrong. Also i compared everything to what the guy did in the youtube video and i cant find anything wrong... Here is the youtube Video: Hope that someone can help me. KingEldarion
  7. The 3rd Battalion 7th Marine Corps [7th M.C] is a realism unit currently based in ArmA 3, as a realism unit we aim to play ArmA 3 with as much realism as we can in order to fashion a real sense of teamwork and structure. We do this by using real life equipment and learned methods striving to simulate a real life military based unit. All our members are to act professional and act with the highest levels of discipline at all times in order to authenticate a military environment. We do use modifications in ArmA 3 such as weapon packs, radio communications and more in order to stick as close to authenticity as possible within ArmA 3. To Be "The Cutting Edge" on a Battlefield Unit Recruitment Priority Armored - Bradley Crew and Commander - (High - Main Priority) Infantry - Delta Company - (Medium) Special Operations - M.A.R.S.O.C - (High) Aviation and Aircraft Branch - (Medium) E.O.D - 1x E.O.D. Team - (High) Basic Info Arma 3 Server - Running Teamspeak 3 - Will gain information on acceptance. Website - www.7thmc.co.uk/ Server MODS are used - Ace, RHS, 7th Marine ModPack Requirements Age: 16 + English Speaking Mic and Teamspeak Available Mature and Self Disciplined Application to Join If you would like to join please fill in our short application form on our website, www.7thmc.co.uk/ Also feel free to add me on steam through RAFDobby for more information. Thank you, good luck.
  8. Hi there. I am pulling my hair out about this one, and wondering if anyone can help me. I run several servers on the same box, but I am only having problem with 1 server out of the 6+. Our main Exile server is crashing irregularly, ALWAYS with the C0000005 ACCESS_VIOLATION error. Sometimes it will be ok for a week, then bang crashes bad for days. In fact once it crashed so bad it wouldn't come back up again. I have tried removing mods, and running a bare server, but the mods are working fine, (with extra as well) on other servers on the same machine. I have tried using malloc = system, and the tbb. I have changed many startup parameters to try and isolate the problem. I have used my server diagnostic programs to test the memory, and no errors are shown. All servers are run on a HP rackmount server, with ample CPU and memory. Windows 2008R2. Here is a bit from one of the RPT files. I can provide more of the files if needed. I used to have a similar problem with the Epoch servers, before we moved to exile. IT is confusing, because the other servers I run are fine. Not 1 crash. Just this server. Why is there only Heli in the mods listing in the about RPT extract? These server crashes have lost us lots of players recently and I would like to fix it! Can anyone help me?
  9. Hello, So my problem today is that I cannot figure out how to correctly make a semi transparent texture work for the glass of a building that I am making for iHaze.co.uk . I have the rest of the model taken care of, and using separate .paa's. But whenever I try to convert a slightly transparent image to a .paa with texview2, the image just turns into solid colors. I have everything else of the building taken care of. I am new to modeling and texturing for ArmA, and any games period. If anyone could please help with the glass, that would be more than appreciated. Thanks :)
  10. We are the 1st Battalion Yorkshire Regiment, or [1YORKS] a group of gaming brethren that have set up a unit for three reasons; Fun, Teamwork, and Satisfaction. We have made the transition from ARMA 2 to ARMA 3 and are now looking for dedicated players to join the fun and ultimately enjoy everything that we and ARMA 3 have to offer. If you feel that you have what it takes to join a very considerate and team-built group, then we are just the right choice for you. Interested in joining [1YORKS]? We are currently recruiting for NCO's, Soldiers and Potential Officers. Think you have what it takes? Apply now! We are UK based and work off GMT (Zulu) timezone. However, we welcome players from all countries. We mainly play on our servers nightly and operations/trainings are held every Wednesday and Saturday, however, special arrangements can be made should not be able to fulfill them times. Sound like the unit for you? Visit our website @ www.1yorks.co.uk Join our Teamspeak server @ ts3.1yorks.co.uk See you on battlefield!
  11. moricky

    Eden Editor

    Welcome to the Eden Editor! The new 3D editor has been released to Arma 3 and you can try it now! This thread category is the ideal place for editor-related discussion. Whether you have ideas for new features or would want to comment on something that's already there, you're at the right address. For reporting issues, we recommend to use the Feedback Tracker, because it will help us to keep track of all problems in an organized way. We'll be scanning this thread periodically and often replying, so don't be afraid that your points will fall on deaf ears. And when we're not writing anything, that means we're busy making Eden Editor even more splendid ;) Useful Links: Community Wiki OPREP - Eden Editor Beta Eden Editor Sneak Preview How to switch to dev-branch Feedback Tracker
  12. 7th Canadian Mechanized Brigade Group (7CMBG) Canadian Military MilSim | ArmA 3 series | Home of ONS WHO ARE WE? We're a practical realism unit that has been around for 9 years through ARMA, ARMA2 and currently run ARMA 3. Some of our members are current or prior service of the Canadian armed forces. This unit is diverse in nature and encourages any to join. WHAT WE OFFER: +Fully functional website (7cmbg.com) +TeamSpeak server ts.7cmbg.com +Unit Stability (9 years) +Canadian organization & rank structure with SF and Air Detachments. +Tactics utilized as close as possible to Canadian Doctrine. +ONS Gear and Vehicles constantly being developed Recent Mission Photo OUR ENLISTMENT REQUIREMENTS +Must have TeamSpeak 3 +Operational Microphone +Age 16 + +Must be active! EST Mission Times. +100% Maturity If you're up to the challenge and would like to enlist visit: 7cmbg.com Maj. C.Junkie 7th Canadian Mechanized Brigade Group Recruiting & Retention / Mission maker / 1-9
  13. After a lot of work we proudly present the ArmA Mission Center. With the known Assault Mission Studio, this is my second project for the ArmA Community. Here we create, support, archive good-playable missions & campaigns from the ArmA community. You've got scenarios and want them in a large library to accommodate great missions, rate and leave comments. Then your work is abolished the right place at AMC. We do not want to mark your missions, but leave it to the members based their feedback and review whether your mission in AMC Archives lands or not. We are pleased about every mission or campaign which decorated AMC, because without your great missions, the page is only half as valuable and interesting. At the moment AMC is in german language, but maybe in future we've make a english section. We'll see... :) AMC is and will remain a non-profit project and is freely supported by the ArmA community. Best regards Imutep (Oberyn) http://www.arma-missioncenter.de/
  14. Hi ARMA Community, After my first project "Evergreen" was released last week, and getting still good feedback on it, i am happy to show you the first public preview from my new project. As i say, i will release bigger terrains with more quality, this one will be about 64km² more hotspots, sightseeing and complex ground textures. At this point, thanks to: Jona - helping with clutter.cfg NeoArmageddon - for the great MapBuilder Tool i will use for development. If you have any wishes for the new Terrain, plz let me know and share your ideas gretz daSh :)
  15. Moved to the Arma 3 video thread. https://forums.bistudio.com/topic/183918-arma3-video-thread/page-78?p=2904045
  16. Website: www.ForceReconAG.com **Apply Today!** Steam Group: http://steamcommunity.com/groups/ForceReconAG Contact Email: FRAGusmc@gmail.com TS: TS3.ForceReconAG.com Arma 3 server: F.R.A.G. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Force Recon Assault Group also known as F.R.A.G. is an ARMA 3 realism gaming clan that was created in the image of the United States Marine Corps back in 2013. We were one of the biggest milsim groups on Arma 3 when the game was released. F.R.A.G. has been reactivated and is currently recruiting. We have a firm ranking structure to impose authority and ensure organization within the unit. We do have active and retired military within the unit that are more than willing to help you learn the basics. We currently have around 20 people and also looking for others with out mindset. Here at F.R.A.G. we train our members to operate flawlessly in the field by hosting weekly training and dynamic operations (more info can be found on our website). F.R.A.G employs the use of tactics at all times during our gameplay to control the field and outcome. We use our custom mod pack to enable the full immersion of being a United States Marine and the situations that follow that title. Force Recon Assault Group has its strict side but if you are strong enough to endure, you will have the best experience Arma has to offer. There are no other units like F.R.A.G., join today and earn your place in Arma history.. Oorah!!
  17. BohemiaBeck

    Idea for a DLC

    This post moved to the addon request thread at: https://forums.bistudio.com/topic/139977-arma-3-addon-request-thread/page-118
  18. Hi There! I haven't playid in a few days and when today I tried to launch Arma 3 on Steam Kaspersky just quarantined arma3.exe as it is infected with trojan virus. I can't seem to restore it in Kaspersky. Now I can't launch the game. Do you guys have any suggestions? Thx, Dave
  19. Building upon the successful launch of the Arma 3 Alpha, we've joined forces with Dslyecxi (leader of the Arma community group ShackTactical) to create a series of tutorial videos! Over the next couple of weeks, Dslyecxi will introduce Arma 3 and share tips on topics like infantry combat, co-operative multiplayer and mission editing. Today's first video takes a more general look at Arma 3 and illustrates the authenticity, diversity and opportunity at the heart of our tactical military shooter. RcbQk5VXKNE Sit back, relax and enjoy!
  20. - Bohemia Interactive, creators of the critically acclaimed Arma series and the standalone version of DAYZ, today announce the €500,000 Make Arma Not War content creation contest for Arma 3. With cash prizes ranging from €20,000 to €200,000, spread across four different categories, Bohemia Interactive challenges people to deliver their best work yet - and potentially move onto the radar of hundreds of thousands of Arma 3 players. Using the game as their platform, people can compete in four different categories: Total Modification, Singleplayer Game Mode, Multiplayer Game Mode, and Addon. The headline prize will be awarded to the winner of the Total Modification category, where the sole victor will be taking home €200,000. In the other categories, prize money is divided between 1st place (€50,000), 2nd place (€30,000), and 3rd place (€20,000). Projects which show a lot of potential might also be offered a contract by Bohemia Interactive, whether they have won the contest or not. “We’re delighted to be running a contest of such an incredible scope. The Make Arma Not War contest was brought to life to support our dedicated community of content creators, and stimulate the exciting culture of creativity that has formed over the yearsâ€, said Ivan Buchta, Creative Director at Bohemia Interactive, and one of the contest organizers. “Of course, with the stakes being this high, we’re expecting people to raise the bar – and we hope Arma 3 players will be there with us, to boost morale, and enjoy the fruits of the contestants’ hard labor.†In addition to the €500,000 in cash prizes, Bohemia Interactive is also proud to announce a unique collaboration with the International Committee of the Red Cross (ICRC), who will be handing out the Health Care in Danger Special Award. Given to the entry which covers the topic of ‘health care in danger’ the best, the winner(s) will go on a one-week trip to an ICRC mission in a foreign country, organized by the ICRC. While the application period is scheduled to open in 2014, people are already welcome to start working on their project. The closing date for submissions is October 28, 2014, after which a jury of Bohemia Interactive representatives and other industry professionals will begin to evaluate the finalists in each category (10 in the Total Modification/Multiplayer Game Mode/Addon categories, 20 in the Singleplayer Game Mode category). The winners will be announced on January 15, 2015. More details, including how people can cast their vote and support their favorite projects, are to be announced at a later date. “With the launch of the first Arma game in 2001, we’ve laid the foundation for our series’ long-standing history in user-content and modifications. It has led us to enjoy many amazing creations, among which is the popular DAYZ modâ€, said Bohemia Interactive’s CEO Marek Spanel. “Support for mod-making has always been a priority, and with Arma 3, our goal is to take it to the next level. The Make Arma Not War contest, as well as Arma 3’s integration of the Steam Workshop, the updated EULAs, and our refreshed Arma 3 tool suite, is all part of this effort. We can’t wait to see what comes from it!†The rules for the contest, which also includes information on dates, prizes, and categories, can be found on www.makearmanotwar.com. The Make Arma Not War website will be updated regularly, starting with additional instructions on how to apply in the beginning of next year. Last but not least, to stay up to date with the latest developments, people can sign up for the Make Arma Not War newsletter. Important announcements regarding the contest will also be communicated via the official Arma 3 social channels (Facebook, Twitter).
  21. Hi, I want to buy ArmA 2 in the BI Store for 6€. I don't know whether I should buy the steam version or non steam version? Maybe I want to try out the DayZ mod for arma 2 as well as the one for Arma 3 which requires Arma 2. Will there be any problems concerning one of the versions? Which one would you buy? Thanks
  22. As part of our countdown to launch, we'll be hosting a Launch Sneak Preview livestream hangout on Saturday, August 10, at 17:00 UTC. Live from Bohemia Interactive HQ in Prague, the session will be streamed on Arma 3's channel on Twitch.tv. The session is expected to last about one hour. [ATTACH=CONFIG]207[/ATTACH] Based on our previous livestream experience, we welcome you all to submit questions in this thread - some of which we'll try to answer during the livestream. Thomas Ryan (Designer) will be hosting the hangout, supported by Arma 3's eLeads Jay Crowe (Creative Director), Petr Kolar (Encoding Lead) and Joris-Jan van 't Land (Project Lead). Overall, we aim to select about 5-10 questions. Please note that our focus is on Arma 3's launch content, so questions about the campaign will be addressed at a later date. The status of fixed-wing aircraft in Arma 3 will be detailed further in the next SITREP. Last but not least, be sure set yourself a reminder by enlisting for the official event on Arma 3’s Facebook page.
  23. I recently was told that ArmA 3 will only launch with 1 fixed wing aircraft.. This seems very small to me and I am rather dissapointed. So BIS, why only one?
  24. DnA

    Arma 3 plans for 2013

    Dear community, On this day we can finally share our plans for the rest of the year! You’ve all survived a long period of unclear and absent information, an insane and unpredictable incident in Greece, and most recently some news not all of you were too happy about. But now I'm incredibly excited to announce ... In less than a week’s time, on Tuesday March 5th, we are releasing our Arma 3 Alpha! :cool: Quick links FREQUENTLY Asked Questions :icon_evil: Edition comparisons Alpha briefing This is one of those things we would not have been able to do without the decision to go with Steam. Now we are finally able to deliver on our promise to release a public Alpha version to you. We think it’s a very cool package with lots of potential. Worry not if the current playable content is a little limited. You all know the Arma platform and what it can do. We will expand the content ourselves and there will be a large amount of extra content for the Q3 2013 release. Why do we concentrate on quality of quantity now? We want to focus your testing and feedback in certain areas - in this case on infantry first. Perhaps the thing I am most enthusiastic about: we are not restricting modding in this version, in fact we encourage it. Create and share scenarios, weapons, vehicles, systems and anything else you can think of. Together we can make the full game release later in the year mind-blowing for those who join us then. A slight caution: we cannot prevent having to still make large changes in our data during Alpha and Beta. This could mean your mission or add-on needs to be updated because we change a config class name for example. We cannot sacrifice that level of internal flexibility until the full release. Check out the new website for all the information. I will personally try to provide more updates on the forums from this point onward. Hope to see your feedback and play some MP on public servers soon! www.arma3.com
  25. In last ACE builds you fixed artillery random, its very good) but i found a couple mistakes in last builds: 1)81mm mortar absolutely have no damage 2)damage of 60mm mortar equal damage of underbarrel grenade launcher. i dont know about 60mm damage in real life, but i think it greater than underbarrel grenade....