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Found 336 results

  1. Have you played the various bits of playable content in Laws of War DLC? Let's hear what you thought and how we might still improve it! Please be considerate to your fellow players and mark any spoilers appropriately - thank you! Specific issues are most effectively reported directly to our Feedback Tracker. What playable content is there and how do I access it? Added: “Remnants of War” mini-campaign** Main Menu: SINGLEPLAYER > CAMPAIGNS Added: Showcase IDAP Added: Showcase Laws of War Main Menu: SINGLEPLAYER > SHOWCASES Added: TT11: Downhill Rumble Added: TT12: Jungle Fever ** *** Added: TT13: Turbulence Added: TT14: Life in Danger ** *** Added: TT15: Off Road Excavation ** *** Main Menu: SINGLEPLAYER > CHALLENGES > Time Trials > IDAP ** Content requires ownership of Arma 3 Laws of War DLC.*** Content requires ownership of Arma 3 Apex.
  2. New keyframe animation system in DEV build. What will this actually be? I an thinking some way to capture AI animations and create cutscenes, but it is early days, and I am not sure what to do with any of the modules. Is this meant for the TAC-OPS DLC or some other intention? I would love to be able to sync the camera to a screen or billboard and have a live video feed. There is a timeline module and curved paths. Does this mean playing back animations?
  3. I've run into an issue since the update for the Tanks DLC where my game downloads, then tries to validate and install the update but whenever it gets to the end of the install I get hit with an error such as "An error occurred while updating Arma 3 (corrupt content files) : F:\Program Files\steamapps\steamapps\common\Arma 3\Expansion\Addons\vegetation_f_exp.pbo". The exact error changes every time but it always seems to be in \Addons. I have tried several things such as restarting steam, restarting my pc, clearing download cache, verifying the integrity of my files, changing the download region to SEVERAL different regions, changed network/internet, and restarted network/internet. The only thing I can possibly think of at this point is to entirely re-install Arma 3 including all DLC and I believe mods as well. If this includes mods I'll be looking at a several hundred gigs I'll need to redownload which I am obviously not too excited about especially with my current download speeds. So that's the reason I'm here I'm hoping I can find some other solution other than completely re-installing everything and help if that doesn't fix my issue either. Complete rundown of what happens: My game downloads the 15.2GB update, goes through a validating period and then goes to installing which lasts up until about two-thirds of the loading bar is filled it then gradually increases the time up until "more than a year" (I originally thought this was pretty funny), and then if I have the "Launch game as soon as it's ready" checked it will spit me out an error like the one given above or just goes back to the validating stage if I don't have it checked. Error: An error occurred while updating Arma 3 (corrupt content files) : F:\Program Files\steamapps\steamapps\common\Arma 3\Expansion\Addons\vegetation_f_exp.pbo Many of the attempted fixes were found here https://help.steampowered.com/en/wizard/HelpWithAppError/?appid=107410&error=13 I haven't tried everything but I have tried about all of the ones that are reasonable.
  4. hey guys ive just generated my layers in Map frames, after I click okay I get a error file popping up saying "11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dirt.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dry_grass.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_forest_pine.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_grass_green.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_soil.rvmat" ) Source file cannot be opened..." what do I have to do over come this ?
  5. I am working my mod that adds placeable objects to the editor. I am adding objects that reference model paths in the Tanks DLC files. class MAAWS_HE_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HE shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d"; simulation = "house"; }; class MAAWS_HEAT_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HEAT shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d"; simulation = "house"; }; But I get a missing files error with PBO Project. Missing File Summary config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d config.cpp : \a3\Weapons_F_Tank\Ammo\rocket_spg9.p3d Is there a way around this? Do I need to wait for the Tanks DLC ebo files to be changed to pbo to use this, or can I force the Mikero tools to ignore the missing files and create the pbo. All of the other parts of my mod are working, I just cannot reference Orange DLC and Tanks DLC assets as they are in ebo files and cannot be read. Thanks.
  6. Hi everyone, Im experiencing very high lagging like in range from 3 to mostly 25 FPS in multiplayer, and in singleplayer with no bots its about 30 to 35 FPS and it depends on how many AI I spawn. I have Radeon RX 550 4GB GDDR5 graphic card,10 GB DDR 3 RAM and AMD`s CPU A8-5600k whose fan was broken accidently and replaced with some other and now it runs on 64 degrees out of 77 max how Core Temp says. I want you to tell me about your experience and suggest me what to do cause i believe i have too good hardware for that kind of performance ( I believed its about that AMD`s processor, but on net it says its better than Intel pentium G3450 which my friend has and he runs multiplayer between 35 and 60 fps (he has radeon R7 graphics with smaller amount of that GPU RAM and 8 GB of PC RAM). Thank you for advices.
  7. This might sound stupid some might hate or ignore this but is it possible to have 2 pbos working together. Like I like altis and tanoa but when I start my server up I basically want it to show choose map then have a click altis or click tanoa it must be possible to have working on server together I mean other games have this feature online.
  8. I use eden editor create slot player i have a problem when player lose connection or dead why role slot is blank
  9. Hello, I have seen numerous post about this issue, but can't seem to find a solution that actually works. So here is my problem. I have a classic sector game which I play alone or with a friend, against or with each other. Each side (Bluefor and Opfor) have a squad a player can take over and control. Rest of the forces come from an AI spawn module. It all works perfectly except all the ai's spawned from the modules doesn't bleed any tickets on both sides when they are killed in action. It is only players and ai squad members that I know how to use bleed tickets with. But the Ai's from the module does not work, so it is sort of unbalanced. Please do anyone knows how to bleed tickets form ai spawn module? Script I use for the ai squad mebmers in unit init: this addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  10. Sind dir andere ArmA Gruppen zu stressig? Keine Lust den 15 jährigen Admin mit „Sir“ anzusprechen? Findest du 3 Stunden-Powerpoint Trainings auch langweilig wie sonst nichts? Willst du trotzdem das taktische Milsim Vorgehen nicht vermissen? Die familiäre ZEW Runde könnte dir gefallen. Hier steht die gemütliche und spaßige Mission im Vordergrund. Wir betrachten ArmA nach wie vor als Spiel liefern aber eine grundlegend befriedigende taktische Erfahrung. Einmal pro Woche werden hier entweder dynamische Zeus Missionen von unseren herzlichen Gamemaster geleitet, welcher bereits viele tausend Stunden Erfahrung mitbringt. Oder es kommt zu einer vollkommen durchgescripteten Kampagnenmission die in dutzenden Stunden arbeit speziell von unseren Content-Creator vorbereitet werden. Hierbei lehnen wir uns Ausrüstungstechnisch an den US-Streitkräften an und versuchen dieses Paket realistisch wie möglich auf unsere Truppe zu verteilen. Unsere Gruppe ist durchgehend Volljährig, Ausnahmen werden nicht gemacht. Das Modpaket basiert auf ca 7GB und beinhaltet ACE/TFAR – das erstere mit advanced medic settings. Interesse geweckt? Schau doch mal vorbei: 46.20.46.88:10000 Stups einen der Admins an oder such nach "Magica", den ArmA Recruiter.
  11. Guys i have been trying to access Armaholic for one week but i can't. Tried mozilla, chrome, explorer and phone. Only thing i see is; http://88.255.216.16/landpage?ms=http://www.armaholic.com/list.php?c=arma3_files_addons_vehicles_packs What's the problem ? Are you also having this problem ?
  12. Arma 3 does not start with some mods. Tried to remove and reinstall mods. Data file too short 'D:\Steam Library\steamapps\common\Arma 3\!Workshop\@CUP Terrains - Core\addons\cup_terrains_ca_sounds_c_dummy.pbo‘. Expected -1046564610 B, got 23364 B Code: 0x000000FF - unknown
  13. crypticsilence

    Red Ember Clan [=REC=]

    RED EMBER CLAN [=REC=] ABOUT US: We mix serious and play as much as possible and look for people who can communicate and think. Our core group has been around since 2010, mostly focusing on military and team tactical games. Large group tactics is our familiarity as we operate groups in various military tactical genres. We have jobs or go to school and don't want to see gaming as another chore to get done, so don't expect rules that will kick you out based on attendance. WHAT DO WE DO?: Some of our main games are Arma, DayZ, and Squad, but we are not limited to just military games. Join up and play with us on other games if you want! We play PubG, CounterStrike, Elite Dangerous, MOBAs (LoL, DOTA, ), RPGs, E-Sports, etc. REQUIREMENTS: Maturity, Headset/Microphone, and Teamspeak. DO NOT BEG FOR MONEY!! we are generous to our members, but beggars will be removed. We expect members to respect other REC members and to have the ability to communicate wants/needs/problems/issues. COMMS: TeamSpeak - redembergaming.teamspeak3.com (PRIMARY) Discord - https://discord.gg/M5533Hp (Secondary/Back Up) HOW TO JOIN: Join our teamspeak and talk with one of our recruiters, moderators, or admins.
  14. 1st Battalion, 5th cavalry is recruiting! ---------------------------- Are you interested in joining an Arma group, with emphasis on a sense of community? then the 5th Cavalry is the place for you! Cheesy recruiting lines aside, the 5th cavalry is always looking for new members, who share the same love for Arma as we do. The 1st Battalion, 5th Cavalry group is a multinational, English speaking group, and we are always looking for new members. It does not matter if you are new to Arma; we can teach you what we know. We won't force you through long training sessions, with little to no actual knowledge sharing about Arma like others will. Instead, we believe in teaching as you go, picking roles that you would like to play and learning while playing. We strive to provide a friendly, fun experience, without the red tape of "roleplay" units. Our Operation times are on Saturdays at 14.30 EST / 19:30 GMT. Our modset is flexible, allowing us to switch eras if the community feels like it. Our age barrier is 17 years old, although exceptions can be made. If this sounds like a place for you, feel free to message me or join our Community Discord through this link: https://discord.gg/CMUnurm Or through our Arma-units page: https://units.arma3.com/unit/1stbattalion5thcavalry Some additional requirements are: Teamspeak3 A Valid Copy of Arma 3 An internet connection Hope we see you soon -
  15. KINGKIN

    rcon lib

    java how to connect and log in rcon? There is no jar package?
  16. In a multiplayer survival mission I have going, I am trying to prevent my re-spawning players from simply walking up to their own bodies and looting their weapons and ammo -but- I don't want to disable looting altogether because I need them to be able to loot the enemy (OPFOR/Indep) during the course of the mission. So I tried this in an antiloot.sqf: and called it via the init.sqf....but it didn't seem to work. I'm not the best with using scripts so if someone knows what I am doing wrong or has an alternative code for preventing friendly looting i'd be delighted with any help I can get. Cheers
  17. Then write a safe area SQF script? Prohibit shooting in a safe area, banning tank firing, banning aircraft firing, leaving the safe area without restriction, and firing more than 3 shots out of the server. I am using translation, if you do not understand what I am saying, please leave a message! Thank you for your help!
  18. disableUserInput false; Why can not the command release player control?
  19. java how to connect to the battleye implementation instructions? there is no help documentation? if yes please help me, thank you!
  20. Jetpack for Arma III Mod based on real project - "Jetpack Aviation" (http://jetpackaviation.com). Features: - Jetpack inventory is disabled, so I've added possibility to put second backpack on chest with stuff you may need on your task. - You can walk with backpack, but can't run (it's not limitation, it has been blocked intentionaly). If you start running by pressing shift or whatever is your key assigned to "turbo", you'll start flying. - Helmet mounted display. - Custom sounds (for now only bingo fuel). - The possibility of landing on buildings (and anything else detected as floor by engine). - G forces effects while flying instead of static animation: DEV screenshots: Instructions: - If you want to fly, just wear jetpack using action "Turn On and take" and press turbo key default "shift". - For refuel/repair you need special items which you can find in empty objects "Jetpack and stuff" category. *Classnames riten_jetpack_bp - jetpack riten_jp_repair - repair tool box riten_jp_fuel - fuel canister *Actions Turn On and take - use to pick up backpack and "arm" engines, if you pick up backpack manually it won't fly. BP on chest - puts your backpack to chest Take off BP from chest - take off your backpack from chest repair - repairs jetpack if you are close to repair tool box refuel - refuels jetpack if you are close to fuel canister Changelog - v1 Public relase Credits: - BIS for tools and engine - Community for tutorials that helped me start modding - Scripts, configs, model and textures by me License: This mod has been relased under Creative Commons (https://creativecommons.org/licenses/by-nc-nd/4.0/), only for Arma 3 use. >>Subscribe<<
  21. Please let us know your thoughts on the Laws of War DLC assets (vehicles, weapons, character gear, props, etc.). Find out more about the asset production process in our OPREP on this topic. If you discover concrete issues, the most effective reporting method for us is Feedback Tracker. How do I access the assets? Main Menu: Shift + P In the DLC Content Browser, select Laws of War and explore its contents. Some assets have a TRY button that will open the asset in ... Main Menu: TUTORIALS > VIRTUAL ARSENAL (For vehicles, switch to the Garage mode at the top of the screen) Each asset category shows the appropriate DLC / mod icons behind each asset for easy identification. Use Sort by mod to make it even easier to find them. Note: in this mode you should be able to preview the assets without DLC ownership. Main Menu: EDITOR In the Asset Browser on the right, all assets are marked by the DLC / mod icon. Use Filter by mods option and select Arma 3 Laws of War. And you'll of course encounter the assets during gameplay! What assets are available?
  22. I quest it's time to plea the great god of Bohemia to actually release (read push build button) 1.78 version of Arma3 for the Linux guys... I mean after the hotfixes obviously :D but... well i don't know what else to say.
  23. From the outset the Laws of War DLC was going to focus on assets and playable content. However, there was room to enhance a few existing features relevant to the theme. A bunch of modest improvements to cluster munitions have been scattered over the past few updates (free for all players of course). Let's discuss them in this thread, and as always, please post concrete issues to Feedback Tracker. Note: expanded Community Wiki documentation is forthcoming. Most new properties are already described: https://community.bistudio.com/wiki/CfgAmmo_Config_Reference https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit What changes does this cover? Added: Cluster Bombs (3 factions - see Pylon settings of aircraft) Previously only artillery cluster munitions were supported. Added: Unexploded Ordnance (3 factions x 4 triggers) Trigger types: Common: basically functions as a regular 'mine' Delayed: detonates a while after 'triggering' Tough: takes a lot of manipulation before detonating Sensitive: BOOM (even animals will set these off) These can be placed in Eden Editor, but are also randomly left behind after deploying various types of cluster munitions. The CAS module now features Bomb Strikes. Added: APERS Mine Dispenser* This means engine support for a mine that basically detonates like a sub-munition. Deployed mines can now have a randomized rotation. Various new SFX / VFX were added, as well as camera shake. The engine now supports control over sub-munition speed and ammo type randomization. * Restrictions apply for those who don’t own Arma 3 Laws of War DLC.
  24. The 6th Airborne Division (6th AB) is a realism unit based in ArmA 3, As a realism unit we strive to play ArmA 3 in a realistic fashion using British military tactics and equipment to try and simulate modern British forces. Who we are. The 6th Airborne bases itself on the modern British parachute regiments, its namesake coming from a parachute division from World War Two. The unit was formed in 2008, originally as a realism unit for the Half Life 2 modification, Resistance & Liberation. Then we moved to ArmA 2: Combined Operations. A year ago we moved to ArmA 3 for a more realistic, large scale and modern gaming experience. What modifications do we use. As a British realism unit, the 6th uses several excellent mods to assist in keeping our game play both realistic and interesting. These mods include: Task Force Radio (TFR). Advanced Combat Environment (ACE). Advanced Light Infantry Virtual Environment (ALIVE). 3CB Weapons. 3CB Equipment. ASR AI3. Many more! Ranking System. We have a concrete rank system based on a hybridization of NATO and British ranks; the rank structure ensures chain of command and realistic leadership responsibilities. As a member you are expected to respect these ranking systems whilst in training/operations. Our Training Times. The 6th have two operations or trainings a week on Wednesdays and Sundays at 19:30 GMT but we also strive to host community made games on a day-by-day basis. Our operations are cleverly scripted by an excellent team of mission makers that are a part of the 6th Airborne and all are hosted on our dedicated server managed by our outstanding tech team. Our Community. We have a large and active community that frequent both our forums and our TeamSpeak. We encourage a friendly and relaxed atmosphere for all our members, where we hope people can have fun chatting and gaming together. Our Prerequisites. To join the 6th Airborne you must: Be over the age of 17, 16 for exceptional candidates. Be mature, responsible and dedicated. Have the TeamSpeak client and a working microphone. Be able to attend both Wednesday and Sunday trainings at 19:30 GMT. Own a copy of ArmA 3. Joining Us. If this sounds like your kind of thing, or even if you want to get a little bit more insight into the community that is the 6th Airborne, feel free to apply on our website (www.6th-ab.co.uk) or join our TeamSpeak if you have any questions (144.76.139.174)! Yours, The 6th Airborne Division
  25. Greetings, fellow Comrades! I need some advise from you - some time ago I started to think about making a mission in Arma 3's editor, where CSAT forces are trying to conquer Neochori and kill all AAF defenders (alt. history, long time before "Eastwind" operation). The mission is planned to have 5 or 6 stages: 1st - To-199 strike on city, 2nd - approach of two CSAT gunboats, covering three (or more) pontoons with infantry, 3rd - three Marid's crossing the bay and transporting another load of troops, (optional between 3 and 4 - parachute drop from Orca's), 4th - armored strike of two Varsuk's and two Tigrises, 5th - artillery fire. Now, back to my beg for advise - how can I delay order for artillery to start firing at Neochori? I tried to do so with "Artillery Fire" waypoint and timer set between 5-6 mins, but arty started firing at very beginning of mission's preview and didn't stopped. Is there any command, script or unit/waypoint option to delay this? (Also, I'm not searching for option to fire or not to fire, assuming to mission status - CSAT have to lose in this battle and it's gonna be forced to call artillery). I'd be very appreciated of your help :) Ah, BTW - how can I make a parachute drop? Thanks for advices to that!
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