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Found 470 results

  1. Welcome to the forum post for the arma 3 unit, 1st Marine Division. We are a milsim unit looking for members, we do training weekly and operations weekly and unlike many other milsim units we accept all ages, but you can get kicked for being immature or disrespectful. What do we offer - Weekly training and operations - Respectful members - Real marine ranking system - occasional PVP events - Real marine platoon, company, battalion Ranks! We use real Marine Ranks Marine Corps Enlisted Junior Ranks E - 1 PVT E - 2 PFC E - 3 LCPL Marine Corps Non-Commissioned Officer (NCO) Ranks E - 4 CPL E - 5 SGT Marine Corps Staff Non-Commissioned Officer (SNCO) Rank E - 6 SSGT E - 7 GySGT E - 8 1stSgt / MSgt E - 9 MGySgt / SgtMaj E - 9s Sergeant Major of the Marine Corps What Role Can You Take On! We use real Marine Roles Ground Combat Element Rifleman Machine Gunner Mortar Man Assault Marine LAV Marine LAV Driver LAV Gunner LAV Commander Scout Sniper Spotter Sniper Specialties in Artillery Fire Support Marine Artillery Meteorological Marine High Mobility Artillery Rocket System Operator AAV Marines AAV Rear Marines AAV Driver AAV Commander Armor Marine Tank Driver Tank Gunner Tank Commander Specialties in Engineering Combat Engineer Engineer Equipment Operator Engineer Assistant Field Artillery Officer Infantry Officer Tank Officer Enlisted Aircrew Aerial Observer/Gunner Helicopter Crew Chief Presidential helicopter Crew Chief Aviation Logistics Aviation Supply Specialists Aviation Logistics Information Management and Support Specialist Aviation Supply Officer Fixed-Wing Pilot Naval Flight Officer Rotary/Tilt Rotor Pilot Specialties in Communications Field Radio Operator Specialties in Logistics Embarkation Specialist Airborne and Air Delivery Specialist Landing Support Specialist Specialties in Transportation Motor Vehicle Operator Specialties in Ground Ordnance/Ammunition and EOD EOD technician Combat Engineer Officer Communications Officer Ground Supply Officer Logistics Officer Military Police Officer Signals Intelligence Officer Requirements - Working microphone - Respect to higher ups and everyone else - Willing to participate in training at least every two weeks and events every two weeks - Dedication Link to Website https://units.arma3.com/unit/my-unit1marinedivision
  2. endonngn

    Cant Start Arma 3

    Hello Today i downloaded Arma 3 from Steam As i Started it The Client normaly opend but then after i pressed the Start Button 2 small Windows opened and it said Picture Error or Image Error i think in german its Ungültiges Bild and it closes i cant play/start the game pls help i wana play this game again
  3. Hello I've made custom load outs in virtual arsenal and there's nothing I wasn't more then to be able to use one of these load outs in a wasteland server or at least my outfit ! Is there anyway I can do this ? Use a personal load out to a official waste land server ? Also do you know any specific servers I can do this ? Or how do I tell if I can on a certain server ?
  4. Hello. I am using this code to create a marker on the map that tells players of the location to capture. This does work for some towns, but for Molos it prints Delfinaki. _loc = text nearestLocation [getPos man1, "NameVillage"]; _marker28 = createMarker ["Objective.", position player ]; _marker28 setMarkerPos [14697.7,13000.5,53.9098]; _marker28 setMarkerShape "ICON"; _marker28 setMarkerColor "Default"; _marker28 setMarkerType "flag_NATO"; _marker28 setMarkerText format ["Seize: %1", _loc]; I tried this, but got an error, something about it being an array and not an object. _loc = text nearestLocation [getPos man1, ["NameVillage","NameCity","NameCityCapital"]]; _marker28 = createMarker ["Objective.", position player ]; _marker28 setMarkerPos [14697.7,13000.5,53.9098]; _marker28 setMarkerShape "ICON"; _marker28 setMarkerColor "Default"; _marker28 setMarkerType "flag_NATO"; _marker28 setMarkerText format ["Seize: %1", _loc]; Everything else is working except this code. I guess I am missing something simple. Thanks for any help you can give me. Is there a way to put the multiple options into this,
  5. I downloaded a psd texture of the A-164 (here). The file comes with 4 files (copies of each, 1 .tga and 1 .psd): plane_cas_01_ext01_co & plane_cas_01_ext02_co. ext01 is the main body / cockpit of the A-164 and ext02 is the wings and tail. I've edited both textures and have created a mission file and placed both .jpegs into it. I've used this script on the A-164 int: this SetObjectTexture [0,"plane_cas_01_ext01_co"] this SetObjectTexture [0,"plane_cas_01_ext02_co"] however only one of the textures loads on the plane, looking like this: I know I'm doing something wrong, and I'm wondering how I can get both the body (ext01) and the wing textures (ext02) to load on the plane at the same time? Any help is appreciated, Thank You.
  6. How could I drop a bomb where my cursor is at (coordinates), with or without people being nearby?
  7. _moni=_this select 0; _good=false; _max=true; { if(_x==0) or (_x==1) or (_x==2) or (_x==3) or (_x==4) or (_x==5) or (_x==6) or (_x==7) or (_x==8) or (_x==9) then { } else { _max=false; }; }forEach _moni; if(_max)then { _good=true; } else { _good=false; }; if(_good)then { if (!isNil "life_no_injection") then { life_no_injection = true; }; life_cash = life_cash + _moni; if (!isNil "life_no_injection") then { life_no_injection = false; }; Hint format ["$%1 has been added to your inventory", (_moni)]; } else { Hint format ["%1 is not valid", (_moni)]; }; Calling the code with this: //assume ctrlText 13 is valid (it is I tested it, the sqf calls the value perfectly fine class myClass: RscButton { idc = 1; action = "_nil=[ctrlText 13]ExecVM ""money.sqf"""; text = "OK"; //--- ToDo: Localize; x = 0.402031 * safezoneW + safezoneX; y = 0.214017 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.0549967 * safezoneH; colorBackground[] = {-1,-1,-1,0.3}; }; It has to be a simple mistake, I know c++ a form of this works (string is an array of chars) but idk if it is valid for arma 3.
  8. THE TECHNICAL BUNCH Who are we? Hello! The Technical Bunch is a new unit established for the ArmA franchise focusing on semi-realistic approach to the game. Instead of yelling drill sergeants we offer nice, friendly and welcoming atmosphere with each person ready and eager to assist! We don't focus on one particular unit to represent, playing as any army or side we like, which will be chosen by a vote each month. Who are we looking for? We're looking for people new to the series as well as the veterans of virtual battlefields of Armed Assault, whose experience will surely be of help! What do we use? We also use mods praised and recognized by the whole community - Community Upgrade Project, ACE 3, Task Force Arrowhead Radio just to name a few! To help people getting their modset ready, one of our members created a streamlined and user-friendly launcher, which allows users to sync their mods with minimal effort! We also have a Steam Workshop collection up and running. I'm intrested, where can I join? Contact us on Facebook: https://www.facebook.com/TheTechnicalBunch/ Or ArmA 3 units: https://units.arma3.com/unit/ttb Hit up the leader on steam here: http://steamcommunity.com/profiles/76561198026586287/ Or hop on our TS3 server: 5.9.70.81 WE ARE WAITING FOR YOU!
  9. Hi, Here is the RHS version of TAKISTAN RIDE. You still need CUP terrain map + core for Takistan map, but BLUFOR units, weapons and vehicles are from RHS. Talibans units are from EricJ taliban addon + RHS fix for it. More on steam: http://steamcommunity.com/sharedfiles/filedetails/?id=820541831
  10. deviant210

    The Cooler Server

    TheCoolerServer [TCS] Website - TheCoolerServer.com Teamspeak - http://ts3.thecoolerserver.com Photo Gallery - TCS Photo Gallery FNG Guide About The Cooler Server The Cooler Server is a community centered around Arma 3. We are an open, friendly & casual community seeking to be the best drama-free unit we can be. At TCS we don’t use military ranks like most Milsim groups choose to. Instead, we believe in coming together and forming squads and a command element that gives us the organization to complete any task at hand. We welcome anyone with some maturity to apply. When we are not playing Arma, you can find us playing a vast range of games on our Teamspeak server or developing content for the group. We primarily focus on the US time zones, however we accept anybody from any part of the world. Our Arma sessions focus on providing an immersive yet intense teamwork-focused experience. To accomplish this we use a variety of mods including ACE3 and TFAR. Our sessions typically consist of 1 mission spanning about 2-3 hours. Roles are chosen before every mission with everyone getting an opportunity to do what they wish. However, roles such as Command Element, Squad Leaders, and Specialty Squads are typically reserved for people who are more senior members with more in-game experience. All of our missions are made in-house by our Creative Team consisting of about 5 mission makers. Currently our Saturday Night Ops typically have 20-30 players attending. What we offer Dedicated Arma 3 Server. Private Teamspeak Server. Twice weekly OPs held on Saturdays at 9:00pm (Eastern) and Wednesdays at 8:00pm (Eastern). Opportunities to play the way you want. Almost any role, any time, within reason. An instructional environment where you can learn to play the game. Custom missions, made in house every OP (never play the same mission twice!) An open environment that welcomes new players. Veteran players that will ensure you are never left behind. A friendly community that plays random games together and talks with each other throughout the week Requirements To become a full member, you must complete a training OP(These happen every Friday depending on new recruits) and participate in a Saturday or Wednesday OP within two weeks of acceptance. 18+ Working Mic Fluent English Working copy of Arma 3 Team oriented gameplay style Willing to play Arma in 1st person Arma 3 APEX Willing to download the mods that we use (around 30gb) If you are interested in joining please visit our website and submit an application HERE. Feel free to join our Teamspeak server or post here if you have any questions. Op times: Saturday (Primary OP, PvE focused) 6:00pm (1800) Pacific 7:00pm (1900) Mountain 8:00pm (2000) Central 9:00pm (2100) Eastern 1:00am (0100) GMT Op times: Wednesday (Secondary Op, Generally PvP focused) 5:00pm (1700) Pacific 6:00pm (1800) Mountain 7:00pm (1900) Central 8:00pm (2000) Eastern 12:00am (0000) GMT
  11. Maybe I found a good way to reproduce the Arma3 3FPS bug. Set resolution down to 1080p (in my case i usually use 1440p)Set all Settings to low. then set everything up too ultra(except textures let them be low) arma will start to go from 900mb vram(low settings) up to 1.1gbvram(ultra ones), now set the resolution up to 1440p(1920x1200) arma uses 1,2gb vram. set supersampling to 200% arma now takes huge 2.2gb vram. finally set textures to ultra. arma now gets blackscreen ( i alwas get this one after 3 fps bug) check out logfile now: DX11 error : CreateTexture failed : E_OUTOFMEMORY, like everytime i crash after 3fps bug. additonal strange stuff in log: 16:46:04 Virtual memory total 4095 MiB (4294836224 B) 16:46:04 Virtual memory free 106 MiB (111935488 B) 16:46:04 Physical memory free 7690 MiB (8064290816 B) 16:46:04 Page file free 8919 MiB (9352835072 B) 16:46:04 Process working set 2993 MiB (3138584576 B) 16:46:04 Process page file used 3416 MiB (3582570496 B) so why it is strange? cuz i'm using a gtx 1070 with 8gb vram, and even windows added another 8gb optional dedicated ram of my 16gb ram to it so it can use up to 16gb of vram, arma it self uses its max of 3gb ram if in need + pagefile. so it seems the bug is caused by an dx 11 driver level issues if i'm right? tested this procedure on a modded mp server to reach the stress level of the game easier, but the behavour should be same like without mods because of the vram issues of 4gb max. btw added you, so we maybe find an easy way to share the .rpt files that may help you to investigate the issue. // issue is same with and without profiling.exe Additional info about my complete sys: win 10 x64 i7 6700 gtx1070 @ 8gb gddr5 (samsung vram) 16gb ddr4 @2166 265gb ssd (pagefile used by os) 1tb hdd /pagefile used by os) rpt log when crash is starting: then some time everything was fine again(report of bug and bug ended 15:57:28, but then blackscreen(16:15:50) while .rpt was saying: hope this can somehow be fixed soon, because i think this still can happen in 64bit version that is developed. if devs need full report logs or other details, just give me feedback and i will do my best to help.
  12. Hi everyone, Here is the code i use to create task -childtask here for meeting point- for the dedicated server: [[west, ["Task1A","Task1"], [" <br /> Sub-Task Description Here. <br /> ", "Sub-Task Title", ""], (getMarkerPos "Task1MeetingPoint"), true] spawn BIS_fnc_taskCreate] call BIS_fnc_MP; I guess Arma 3 Tasks Overhaul somehow are used for notification icons. I wonder if i could use image below with the above code and how? https://community.bistudio.com/wiki/File:bis_tasktype_meet.png Thank you for your help in advance.
  13. Time: 2016-12-17 16:00 CET Location: darkwiiplayer.com (Arma 3 and teamspeak servers) Looking for Players to test a new mission on altis. --- About the mission: Players: 2-16 Location: Near Abdera, Altis Main focus: infantry combat Daytime: Most likely evening (Mission allows for adjustment) Aditional features: Zeus, Dynamic Squads, Virtual arsenal, Respawn (base)
  14. Dynamix I'll try to keep this thread as short as I find suitable and on point. No promises... I'll start with giving ya'll little background on the system. I've been developing this script for a good many weeks now, and have come up with what I'm calling the Dynamix System. The system is a set of only a few scripts that act quite similar to EOS, but are structured much differently to allow the beloved functionality to be presented in a very up-to-date and optimized manner. This is actually my first script I'm releasing to the public, so please expect bugs that need squished. Prior to me creating the script, I barely had any SQF know-how. The only knowledge that I had was of JavaScript, which seemed to be the most relatable language. I went ahead and found up the BI Wiki, and spent a good bit of my time to create this puppy. The system has went through some of my very "newbie" stages of development, such as where I had first implemented a matrix system to handle marker and unit status, but I found that to be obsolete after I matured it into simply getting the status from the map, and not throwing around the amount of enemies for each marker from the client and server. Performance Demo As I continued to roam around in the demo video, you could clearly tell that the system was performing at a pretty swell level. Apologies that the FPS wasn't overlayed for you to watch, but I can admit it was a constant 50+ frames - despite all of those active enemy AI and the DS being ran on the same machine. Now, please take in mind that my system is not built for something as bada## as Arma 3. Or, at least I would say it isn't. OS : Windows 7 Ultimate 64-Bit Motherboard : MSI 970A-G43 AM3 ATX GPU : AMD R9 270 925MHz 2GB GDDR5 (Crimson ReLive Software Version 16.12.1) CPU : AMD FX-6300 (Six-Core) 3.5GHz (Overclocking to 4.19GHz (Yes, the damn thing is stable)) Memory : Kingston HyperX Fury 240-pin (2x4)GB DDR3 (Overclocking to 1866 w/ HyperTransport) Storage : (OS Internal) Seagate HDD 1TB 64MB Cache, (Secondary Internal (Arma 3 Installed Here)) Samsumg EVO 850 250GB Last thing to note and wrap up this section is that over the time that I've been developing this, I made only one hardware upgrade, and that is the SSD (my very first). I can assure you that while I was still developing this system in the early days of my little HDD, it performed only slightly worse than it does today. I find this difference to be insignificant, because the margin of performance from system-to-system varies regardless, so it wouldn't much matter under certain conditions. Features Smooth AI spawning Marker status changes are logged Many editable variables Markers don't unload units Enemies occupy buildings Vehicle spawning Editable unit spawn banks An up-to-date system Open to suggestions Fully explained system Works with SP and MP Only 4kb's How-It-Works It actually works in a fairly simple to understand route. I'll just list out the main steps below. The server either sequentially generates all the marker names to report, or it reads them from a manual bank. It applies to all of the valid ones a certain "initial" color, and logs the invalid ones for debugging. Every X seconds, players will report their object, appropriate marker status colors to be applied, and load distance to the server. The server compares these values to every marker, and activates, captures, or recaptures those whom meet certain conditions. Considering an initialized marker needs to be loaded, it runs another thread that spawns the enemies. From the numbers 2 to 5, are generated units from a set enemy bank. The server takes a break after every unit spawned to reduce stuttering. For every building within a marker, is a chance to occupy a building with a single unit. A break is taken inside this as well. Finally, if there is a road inside a marker, there will be a chance that an enemy vehicle will spawn on that road. A break is taken inside this as well. Let's consider only 2/3 units have been neutralized inside our marker, so we'll look at this comparison. The capture comparison is based off of player knowledge to whether the square is clear or not. Even if an enemy is still inside a square, but the player doesn't know about them, it turns blue. This prevents players from cheating by observing a squares status to see if enemies still occupy it. That wraps the system up... Downloads There is a readme.txt inside the folder that you can take a look at. I've got a heap of comments inside the main script for you to take a look at how to configure the script. This is a personal agreement, where I state that you ONLY redistribute this system under the conditions that you apply proper attribution to all contributing authors, and a link to this OP. MediaFire - V11.8 Took me two whole hours to write this damn thread where I could have been playing Arma all that time, so I hope I covered everything. Enjoy! If you find bugs, I suppose you know what to do.
  15. As promised in SITREP #00008, here is an overview of the lighting tweaks which are in progress and have been partly rolled out to Development branch Arma 3 Apollo Pavel Guglava elaborates:
  16. So... What is Project Arcana? Ambitious. It's a new gamemode alike KoTH or Wasteland, but built from scratch and adding new abilities to the players in the area of magic (if you want to call it that way). The goal is to create a new combat dynamic with fire bolts, lightnings, astral projections for intel, healers, buffers, debuffers, sensory-types, while maintaining the gameplay equilibrium (the most difficult part). Players will be able to specialize in a Psien branch and develop their character through that tree, or reset and start over another. The principle of design is that is has to look smooth or it's not going in (hint "This is a scketchi output for a production release" <-- nope). I am aiming to make it as easy to edit/extend as I can, right now there's no docs (cos so early is not worth it) but I will document e-v-e-r-y-t-h-i-n-g (even Arma 3 vanilla stuff that's unclear). PLEASE MAKE SUGGESTIONS When? Who? How? When?:No idea, when it's ready, I guess a month to 1.0. Who?:Right now I am alone, and it's still an on-going process, adding new stuff each day, from design to implementation. I have been in the Arma scene for a while, mostly developing the hard stuff in roleplay server (life_server overhauls, creating network-savy functions, data managment in DB, stuff...), and lately I have been doing some experimental stuff that somehow ended up making this big idea. I am currently looking to add more people to the team if someone is interested. I can do it on my own, but having a sidekick surely will boost the development time. Right now the most needed are scripters (SQF, and if someone knows C++ with threading and networking PLEASE DO COME HERE WE HAVE COOKIES, CHOCOLATE COOKIES). Once in 1.0 we will need a basic modeler familiar with basic, but just for UV adjustments, material edition, stuff like that. Mostly for visual effects. How?:Many Monster cans, pizza and cigarettes. And beer. Lots. Links: Code (GitHub) LICENSE (CC Attr-NC-SA 4.0) Wiki Media: I am not at home right now. Will post some when there's something to show (teleport spell ready + basic core functionality up un running). Roadmap: Get Arma local client running. Get Arma serverside running. Get network RPC server running. Get network RPC client running. Surprise. Intense testing. Moar testing. Beta. Moar moars. Profit.
  17. Hello, Task Force 1776 is proud to offer a new Tanoa Domination mission for Arma 3. We have all the new equipment & goodies plus all the great features of domination for the new Tanoa Map in Arma3. If you are not familiar with TF1776 we have been running Domination in Arma 2 since 2011 and still have pretty much the only active domination server left in Arma 2. We offer a unique twist to domination that most players have come to identify as the top version of the mission. Please visit us on the server and let your friends know about it. We also have a teamspeak, so feel free to hop on with a few of your friends and use a room to communicate. Thank you, Task Force 1776 Representative Ministry of Bureaucratic Administration and Activity Oversight Compliance Division www.TF1776.com Teamspeak: TS3.TF1776.com
  18. Hey all, I found a bug in Arma 3 and it is possible to exploit this bug on nearly every Server which supports to sell the content of a car. Here is a link to my video (https://www.youtube.com/watch?v=9LvyoP5vfWU), where I explain that bug. The Video is private in YouTube, but if you send me your mail address, I can whitelist you. I don't want to post this exploit public. Maybe you know about this bug, if not, we hope it will be fixed soon. I already wrote this to Dwarden, but I think his spam filter delete all my messages :D You guys do a great job! If you need more information, feel free to contact me. Staynex
  19. mike00100

    Crouching problem

    Hi, Got a weird problem with arma3. When character is in a tactical walk, mouse move and pressing a "W"(forward) key causes a crouch stance. I've tried everything: change profile, change key settings, with no effect at all. It makes me Insane :/ Using Arma3 1.62 in multiplayer mode, with mods: - RHSUS - NIArsenal - TRYK Gear Please help if anyone has any idea how to fix it. thank you all in advance
  20. 17th Airborne Division is recruiting!! Who are we? The 17th Airborne Division (17AD)is a multinational ARMA 3 ‘milsim’ group which takes its name from a real US Army unit, disbanded after WWII. We have members based in the UK, Europe, the US and the Middle East. We aim to create a relaxed but realistic environment without all of the “yes sir – no sir†nonsense that seems the norm with most milsim units. This is a game at the end of the day and although we formed 17AD to create a more structured and realistic environment to enjoy the game we try not to take the game or ourselves too seriously. That said, once our boots are on the battlefield and the bullets start to fly we maintain unit discipline, know our roles and focus on the task at hand. Structure 17AD employs a ranking system based on traditional military structures (Private, Corporal, Sergeant etc..) however these ranks are merit based and earned by showing leadership, aptitude, initiative and a willingness to get involved. Factors like length of service, your age, who you are friends with in the group or the quality of your jokes bear no relation to your opportunities for promotion. We encourage our members of all ranks to lead squads if they want to and we operate a fairly flexible approach to roles within the team. 17AD is quite a young group and we are still going through the process of assessing each member’s strengths and weaknesses and we will introduce more structured team roles going forward but if you have a particular preference and/or aptitude for a certain area or role that will be taken into account. 17AD Server 17AD have their own ARMA 3 public server which currently runs a custom version of Invade and Annex(Altis) and is open for anyone to join. We try to use realistic communication protocols when in the field and aim to employ realistic combat tactics as much as possible. To achieve this, we use Task Force Radio (TFR) which works through Teamspeak 3. TFR is compulsory for anyone wishing to join the public server, it is our means of communication and without it you can’t talk to us or hear what is being said. It’s a great mod and really adds to the whole experience so it’s worth the effort to install it. A link to a TFR installation guide is available below. We also run a couple of mods to enhance the realism of the battlefield experience, JSRS sound mod and Blastcore FX mod both of which are optional. 17AD may add mods to the server in time to enrich and broaden our field of operations however these will be clearly communicated through our community sites before they go live. We aim to have an additional server for our ‘17AD group members’ up and running in the near future which will host our scheduled sessions, operations & training. More news on that to follow. Requirements · To be over 16 yrs old (exceptions can be made for outstanding candidates) · Own a legitimate copy of ARMA 3 (Apex and DLC content is ideal) · Have access to Teamspeak 3 · To download and correctly setup TFR (link to guide below) · A functional microphone · To be able to speak the English language to at least a basic level · To have a good attitude and be willing to work as part of a team · To be respectful to our members and other public server players · To be an active member of the team How to join Probably the best way to find out more about 17AD is to join us on our public server, run some ops with us and become familiar with the members and the way we play. You can also jump onto our Teamspeak server to ask us any questions you may have, leave a message in this thread, ask a question on our steam community page or get in touch using the contact details below. Details TS server address - ts3.woodsy310.co.uk 17AD server name - 17th Airborne Division Invade and Annex (find us on the server browser) Group page - https://units.arma3.com/unit/17thairbornedivision Task Force Radio installation guide We look forward to meeting you!
  21. Hello everyone, i tried to hide Objects Global via a headless client without any success, also if i'm already connected. Here are some code snippet: _list = nearestObjects [(call compile SEL(_x, 4)), [_classname], 10]; { _x hideObjectGlobal true; _x hideObject true; } forEach _list; If i run the code by my self or via the Server, it works pretty well. I hope someone know my issue and can help me.
  22. Runs great! here are my specs: iMac (Retina 5K, 27-inch, Late 2014) 3.5 GHz Intel Core i5 16 GB 1600 MHz DDR3 AMD Radeon R9 M295X 4096 MB Bohemia! I used to run Arma 3 on bootcamp. I was an avid player! ever since the arma 2 days. and before that flashpoint. I am so happy you guys released this for Mac. I am an Artist and pretty much have to use a Mac for my work. Having Arma 3 ported to Mac is absolutely amazing! please continue to develop it. I already got apex and have played it through bootcamp, It is awesome! please bring it to Mac. I don't use bootcamp anymore so this port is a dream come true. with my computer I run it at 1080p with all the settings maxed out. getting an average of 50fps in the open areas of Altis and around 32fps in Kavala. I am sure with some optimization it could be way better. although the fps doesn't go above 50 it feels way smoother than on bootcamp. boot camp with ultra settings I was getting around 50fps as well but it would stutter between 80fps down to 40fps which would cause screen tearing. please make the graphics fully accessible. I want to see what happens when things are bumped up some more. all and all Bohemia this is awesome! love you guys
  23. Hi all, This has been covered elsewhere, as i have been developing this for my Nogovan Armed Forces Mod. However i have decided i will also create an version which will only be dependent on CUP. Current planned textures are: AAF FIA Nogovan Armed Forces Everon Defence Forces Malden Defence Forces CUP Factions (UN, Soviet, Russian, SLA, NAPA, CHZ, PRACS, Soviet etc) Icebreakr islands factions Anyway here's a picture:
  24. Insurgency 3 is in closed alpha testing! To Insurgency lovers and newcomers, here is something the lovers awaited, and newcomers are about to experience. From the maker of Insurgency for Armed Assault Pogoman over his port of this excellent mission to Arma2 working version and across Fireball's and Kol9yn's excellent effort to keep it alive and up to date, along with ACE2 support which brought new experience to it, comes a complete, new and fresh revival ( or complete rewrite )l of this excellent mission, brought up to its feet and ready to be battle tested. I guess patience is a virtue, and eventually it pays off if you are patient enough. Thanks to Outlawz7 ( Project Reality BF2 ) and Ruthberg ( CSE, ACE3 ) mission is breathing new air, totally rewritten from ground up, although lacking some functionality which previous versions had, which will not even be possible in A3 in current state, and those being primarily ambient civilians. ( yep BI Ambient Civilians! ) We got the base code running, showing excellent results, and as such mission is qualified for some alpha testing. Anyone interested with large enough player base ( ~30 and up ) please contact me for details and files. Files are not YET public, but will be once we finish alpha testing of the core, and make sure there are no any nasty bugs or performance issues. Once that is done, mission will be hosted God damn forum ate 3/4 of my post....urghhh!!!
  25. 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
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