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Found 37 results

  1. Hi all, Yesterday we've released a new MP Game Mode "Support" to the development branch of Arma 3. "Support" is a new, helicopter-oriented MP mode based on Sector Control gameplay with a non-combat focus. Players are tasked with transporting their team's forces in and around the Area of Operation, whist providing logistical support by delivering supplies, executing medevac missions and responding to Close Air Support requests. Based on a community-friendly, modular framework, 5 official TvT and co-op scenarios introduce a variety of locations and gameplay conditions, in which competing factions use different types of helicopter to fight for control of the battlefield. Documentation on how to create missions with Support functionality will be posted soon, meanwhile, we have released the following scenarios: [PvP] Support Katalaki [PvP] Support Sofia [PvP] Support Pyrgos [COOP] Support Rodopoli [COOP] Support Stratis Feel free to discuss it here. For more information about how to switch to Development Branch, see http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Thank you and have fun flying!
  2. UPDATE: In case you missed the End Game Multiplayer livestream, you can now watch the on Arma 3's official YouTube Channel. Plus, if you want to try out End Game yourself, you can play Arma 3 for free this weekend on Steam, and pick it up with a massive 50% discount! ------------------------------------ This Thursday, May 7 at 18:30 UTC - live from Bohemia Interactive HQ, the Arma 3 devteam is hosting a special End Game livestream! Introducing the brand new End Game multiplayer mode - which was recently released in a free platform update, members of the Arma 3 devteam and community will be sent into battle to fight for victory in a 'best out of 3' multiplayer session. Special guests include End Game's Multiplayer Designer Nelson Duarte and Arma 3's Creative Director Jay Crowe. P.S. Be sure to follow Arma 3 on Twitch and/or set yourself a reminder by joining the event on Arma 3's Facebook Page.
  3. 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.
  4. I saw the news that BI published TOH Data Pack http://forums.bistudio.com/showthread.php?169554-Sample-Models-and-Licensed-Data-Packs&p=2925206&viewfull=1#post2925206 Is it possible to activate it in arma 3? Will it work out of the box or this contect must be changed to work with arma 3?
  5. hi when running dedicated server is it possible to with some command reload the current mission? so that changes made scripting would take affect. dedicated is so slow to test with constant restarting the mission :\ thanks
  6. Dear BI community, Fellow brothers-in-script! Your wisdom and intelligence is needed, to cast light on subject below. Consider following code: This code indicates (by writing to system chat), the real time took by sleep command to finish. If you would be so kind to try it out, you would notice HUGE differences between results, This spikes can be seen when FPS changes dramatically. from 50 to 20 for example. While FPS is stable, sleep working almost ideal. it sometimes may take slightly less time and sometimes 5x more time to finish. This is of course completely understandable, because of scheduled script execution mechanism arma have. Now comes the question. How one would get execution of script with PRECISE timing, from scheduled environment? Without any relation to current FPS. I tried monitoring diag_tickTime, and fire event regularly with this kind of code And it has slightly better results. But still way not perfect. Peace. mind out. P.S. I noticed some clues from KK blog regarding execFSM, does anyone know if it has any relation to topic?
  7. Game spy end - what will we do? see: ARMA 2: OA Beta build 116523 - Steam Mp Lobby (1.63 build, Steam only). ARMA 2: OA Beta build 124779- Steam Mp Lobby (1.63 build, Steam only).
  8. 1para{god-father}

    Moving Objects in Buldozer

    OK is it me or after the last Tools update , if you move a bunch of objects and try to move them / rotate them they then all end up all over the place ! Is it me or after every update more things are broken than fixed ?
  9. From a PCGamer article: Project Reality 2 announced, turns the military FPS mod into a standalone game http://media.pcgamer.com/files/2013/09/project-reality-2.jpg (324 kB) "The Project Reality mod for Battlefield 2/Arma 2 finally hit version 1.0 earlier this year, after eight years of development time. During that time, the game series it was modifying have moved on to bigger and more explodey installments – several times, when it comes to Battlefield. Now, the PR Team have announced the mod’s follow-up – and, excitingly, you won’t need to rely on any other games to play it. Project Reality 2 is being built using CryEngine 3 to be “completely standaloneâ€, in contrast to the distinctly semi-detached nature of the original. Like the original mod, the aim with PR2 is to be one of the more realistic multiplayer shooters out there. As the announcement post reveals, “Initially, Project Reality 2 will be a small scale, infantry based FPS with a comprehensive weapon handling system that will aim to be as realistic as possible. Map sizes will be 1km and 2km with an Advance and Secure (or “AASâ€) style game mode, similar to that seen in the Project Reality: BF2 and Project Reality: ARMA 2 modifications.†The team are currently working on the alpha – development began in mid-2012 – although a public release “is still away off†as there’s obviously a lot more work involved with making a standalone release. Interestingly, Project Reality 2 will also be “free to playâ€, and thanks to the lack of hyphens there I’m going to assume that means the good kind of free, rather than the wallet-tickling kind often favoured by many of today’s online-FPS developers. For the full details, be sure to read that announcement post – in the meantime, here’s how PR1 was looking just a few months ago: "
  10. I'm looking for a way to change the color of some specific elements of the HUD that do not seem to be changeable in the options. I'm looking at the objective marker and user placed way points (or whatever the proper term is). Basically the carrot with distance HUD items. Thanks in advance, YT
  11. I'm trying to make a 1v1 multiplayer map so my friend and I can dogfight. The goal is to get one opfor and one blufor to respawn ad the respective airports and have 3 planes each. SU-25, AV8, F35. I've created each side and got the player respawns to work, but for the aircraft I've got some problems. 1) I'm using the same code for every aircraft but only the BLUFOR team's AV8 and F35 respawn, nothing else will, heres the code: BLUFOR Acft Names: BlSu Bl35 BlAv OPFOR Acft Names: OpSu Op35 OpAv The init codes are in each acft as follows: VehicleName respawnVehicle [-1,0] (VehicleName is replaced with each vehicles assigned name.) 2) How (after I get all the acft respawning like they should) would I go about making them respawn exactly where I put them at the beginning of the game? Right now they spawn in the area of my respawn_east/west markers I've assigned for the player restarts. My description.ext:
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