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Found 37 results

  1. Below is a helpful guide I found on Reddit. Thought others could benefit from the info. https://www.reddit.com/r/MiniDayZ/comments/6ne93b/complete_guide_to_mini_dayz/?st=J56ZGUUZ&sh=8a544a0e
  2. So due to some reddit posts on the Arma subreddit and some youtubers and some people I have seen and basically everyone who has every complained about Arma's AI, I have decided to make an AI commanding guide. I suck at shooting closer, question my driving skills, and am possibly the worse pilot in Arma, but I can command the AI effectively and have yet to see a guide on AI that shows everything I know. Now this is my first post so you may be questioning how much I know, but I assure you I have over 100 hours in game (not including editor) and at least 40 looking at arma related content and while that may not seem like a lot everything I do I make sure to know about. I have not included any of the commands from the dynamic menu since I rarely use it. This guide has two sections: command descriptions and interactions which are separated for ease of readability. Anything with the (important) after it are things that are commonly misrepresented/misunderstood. Commands: 1: Moving 2: Target Units will target selected object/vehicle/man. (Note: Can be used on friendly and unknown units but friendly units will be listed in separate page from enemies) 3: Engage (important) 4: Mount 1. Dismount: Units will exit the vehicle they are in. Is also used to have the AI land helicopters/planes. (Use on AI controlled planes at your own risk. It is more or less a 50/50 shot with runways) 2. Mount ___: Units will board vehicle. Will also have helicopters pick up units when under your command. (Effectively a get troops command for the helicopter) 5: Status (You can probably figure this one out on your own but if you need it, it is here. 6: Action 7: Combat Mode (important) 8: Formation https://community.bistudio.com/wiki/2D_Editor:_Waypoints#Formation There are also some formation guides that have pictures of the different formations. 9: Teams 0: Reply All of this is my creation from experience with the game, collective resources I have found, and experiences of others I have watched. Feel free to copy and paste this post, but I request that you link back to here. The only exception being reddit which has advertising rights to content I have copied from here: https://www.reddit.com/r/arma/comments/6jkq9j/arma_3_ai_control_tips/djfmg02/
  3. Hello modders! I'm Locklear, an encoder in BI, and you might have seen my posts around here on the forum, when I tried to help some of you with stuff and things (mostly the things). I usually (although not exclusively) work on characters and equipment, so I decided to create a guide for configuring those on the community wiki. The aim of the guide was to create a place for both new and veteran modders to go to when they need to understand or review some basics of the character and equipment configuration, and I hope this piece of documentation will help anyone interested in modding these parts of Arma 3 content. You can find the guide here: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide. I created this thread so I can gather your feedback, questions, and suggestions regarding the guide. Should you feel anything is not clear enough, or perhaps altogether amiss, please let me know here. Please don't ask for help with a specific problem here, create a separate thread for such questions, as usual. May your time in your favourite text editor be merry and your bugs scarce!
  4. dan3ko

    Spanish Tactical Guide

    Hello Bohemia. I open this new topic to claim a spanish tactical guide. Has no comercial sense that being the Spanish the second most spoken language after Mandarin Chinese, and being a language spoken by 468 million of people, there isn't a Tactical Guide translated to this language. ​If the Spanish spoken people could learn to play with this guide would be much more loyal to the game and most serious/bigger community. I encourage all Spanish-speaking community to claim a guide and other content in Spanish language. Union make force. Thanks. Hola Bohemia. Abro este hilo para reclamar una Guia Tactica en Español. No tiene sentido comercial que siendo el Español la segunda lengua mas hablada después del Chino Mandarin y siendo hablada por 468 millones de personas no haya una Guia Tactica traducida a esta lengua. Si los hispano parlantes pudieran aprender a jugar con esta guía seria mas fieles al juego y la comunidad seria mas grande y seria. Animo a todos los hispano parlantes a reclamar una guía y otros contenidos en Español. La unión hace la fuerza. Gracias.
  5. https://youtu.be/peWWPO3zZB8 Creating GUI . Everyone who whenever wanted to create a GUI - thats how to do it: open GUI builder in game press | ctrl , s | choose "parent classes" , (write any name), |ok|, | ctrl , v | in any text document /|\ base (predefined) classes and "define" - variables (technically don't need, but maybe GUI builder will use them) (here is all classes which GUI editor will use, but not all of them, to get full list open |_|:|_|\Arma 3\Addons\ui_f.pbo\config.bin with arma unbin tool and watch after 102 line), include it in your mod's config.cpp or description.ext, if you are working with dexcription.ext you'll need to insert there some variables defined in game (i saw only needeble "safezone" and "gui_grid", but hope the two lines will be all you'll ever need): upper then your GUI s: #include "\A3\ui_f\hpp\defineCommonGrids.inc" #include "\A3\ui_f\hpp\defineCommonColors.inc" (if working with mod the definitions will be assessable) create your GUI: class |name| { idd = -1; // set to -1, if don't require a unique ID movingEnable = 1; // the dialog can be moved with the mouse enableSimulation = 0; // freeze the game controlsBackground[] = { }; // not necessary objects[] = { }; // not necessary controls[] = { }; // our elements }; next: use GUI builder (use safezone "position type" (with "gui grid" something wrong), save as config) and insert: class |name| { idd = -1; // set to -1, if don't require a unique ID movingEnable = 1; // the dialog can be moved with the mouse enableSimulation = 0; // freeze the game controlsBackground[] = { }; // not necessary objects[] = { }; // not necessary class controls { class |_1_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; class |_2_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; }; // our elements }; or class |name| { idd = -1; // set to -1, if don't require a unique ID movingEnable = 1; // the dialog can be moved with the mouse enableSimulation = 0; // freeze the game controlsBackground[] = { }; // not necessary objects[] = { }; // not necessary class |_1_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; class |_2_|: |_| { idc = |_|; text = "|_|"; x = |_| * safezoneW + safezoneX; y = |_| * safezoneH + safezoneY; w = |_| * safezoneW; h = |_| * safezoneH; }; controls[]={|_1_|,|_2_|}; // our elements }; (creating elements), (additional information: RscMap base class: can't be created under some other element by standard way (lowest in controls is uppest) you'll need to use controlsbackground class) for first test can use the command: createDialog "|name|"; For GUI is scripting commands too. for use image in your GUI: make, get, .. any image, using some transparent background supporting editor (photoshop are fine) expand the background to get the picture's resolution == 2^p (512x512 , 1024x2048..), can use "Imagetopaa" in b.i.'s tools to convert the picture to .paa, make some element which supporting images (RscPicture,..), write in "text" patch to the picture - if picture in mission's folder - from the folder without \ at start (t.paa , images\t.paa) , if in mod folder - (\|modname|\..).
  6. 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!
  7. okey so when ever i got some off my new work in to oxygen and i take a look on it in the viewers thing i can see true the walls if i wach the right side i can only see true the right side wall
  8. Chain of Commands Network Services 2 (CoC NS2) How the hell does it work? Why use it? Because: Automatically generates and updates a list of all the players in a MP mission It’s able to broadcast strings, sides, arrays and multi-dimensional arrays globally, and virtually any data type including those supported by publicVariable (number, boolean, object, group) Can send data to all, specific clients, all clients or just the server Allows you to execute calls or functions sent from the server to clients and viceversa It’s able to share global arrays among server and clients Reduces the amount of global variables needed for clients in MP Eliminates the need of looped scripts and other synchronization methods Getting it The last version can be found here: http://www.ofpec.com/forum/index.php?PHPSESSID=h0tkc4h997vpefijgf0tc5el21&action=dlattach;topic=30650.0;attach=5472 If you get it from somewhere else make sure it's version 2.0, not 1.1. The latter should be avoided, as it's inferior in all aspects. Read the included Intro_to_CoC_NS_D2.pdf file, by the main coder of Sinews of War. It's short and simple, and good to have a general sense of this tool. Note that all his examples are focused on the exclusive use of fnRemoteCall, disregarding other methods. Setting it up For the addon version: NOT NEEDED IF YOUR MISSION USES COC UA: Place the CoC-SERVER logic in the editor (found in Game Logic -> CoC Utilities) For the script version: Copy the contents of CoCNS_2_0_ScriptTemplate.intro to your mission folder. It can be found inside the CoC NS 2 zip file. ONLY IF YOUR MISSION DOESN'T USE COC UA: Place a game logic in the editor and name it CoC_Server. Stuff you should know The official documentation can be found here: http://web.archive.org/web/20060112070534/http://www.thechainofcommand.com/docs/ Nodes: Nodes are connected sessions, listed in CoC_ClientList. That means that nodes actually refer to players, except for the case of the server when dedicated, which refers to a logic instead. Node index 0 is always the server (can be a player or a logic), node index 1 is the first player client, node 2 the second, etc. CoC_ClientsReady: Use this to check if CoC NS 2 is fully loaded before executing anything related to it. You'll probably just use it once, in an init script or somewhere along those lines. CoC_ClientList: 2D array listing all connected nodes. There's another equivalent global var, CoC_PeerList, so you can use whichever you like most. It has this format: [player object, player name, reserved var, connected]. The server is always at index 0. To retrieve the player object of the first client you would do something like this: (CoC_ClientList select 1) select 0. CoC_ClientChannel: It contains the index of the local node in CoC_ClientList. It’s stored locally, so its value will be different for each machine. fNSend: Use this to send stuff to specific nodes. Append "NO_NQ" if you want to send it ASAP, as it avoids the queue, and "NO_DISC" to ignore disconnected nodes. fNSendAll, fNSendClients and fNSendServer: Use them to send stuff to all nodes, just the clients or just the server, respectively. All of them share the same syntax and can use the "NO_NQ" and "NO_DISC" tags. fNSendGlobal: This seems to be the most optimized function to send data, so use it to send stuff to all or specific nodes when you aren't sending strings or sides, and if you don't need the "NO_DISC" and "NO_NQ" tags. Otherwise use either fNSend or fNSendAll. fNRemoteCall: Use this to execute calls on all or specific nodes. It only works with boolean, number, string, array and multi-dimensional array data types, though. CoC_isClient, CoC_isServer, CoC_isServerClient and CoC_isServerDedicated: Use them to know if the specific node is a client, a server (without specifics), a listen server or a dedicated server, respectively. Run the checks either locally or via fNRemoteCall. CoC_PublicArrays: Contains a list of all the arrays publicly shared. CoC_NSFunTable: Array containing all the custom functions you want to use in CoC NS2 There are way more interesting global vars and built-in functions, but those listed here are the ones I actually found more useful so far. So, how do I use all this? You have two main ways to share data. The one you'll probably use more often is by sending petitions to execute one of the custom functions referenced in CoC_NSFunTable, via fNSendAll, fNSendClients, etc. The other one is by using the public array system. You can also use fNRemoteCall, although it has more limitations than the both mentioned before. Custom functions Before getting into custom functions let me tell you that there's a few built-in ones present already, like: fNPing: Sends a ping request to the specified nodes fNPrint: Prints the specified data in the specified nodes. For debugging, mainly All the ones included are: "fNPing","fNPingr","fNCS","fNUP","fNPrint","fNBlank","fNClearQ","fNCall". Don't create new functions with any of those names, or you'll overwrite them and break all this. For other specific tasks you'll need to create and load the functions yourself and add them to the CoC_NSFunTable array. Before anything, you'll need to init the CoC_NSFunTable array if you are using the script version. It's initialized automatically in the addon one or if you use CoC UA in your mission. Anyway, I think it's good practice to check if this array exists before touching it: _null=format["%1",_nullstring]; ? (format["%1",CoC_NSFunTable]==_null) : CoC_NSFunTable=[] Then you load and add the functions to be used by CoC NS2, like this: ? (format["%1",fPlayAnim]==_null) : fPlayAnim = preprocessFile "fu\fPlayAnim.sqf", CoC_NSFunTable set [count CoC_NSFunTable,"fPlayAnim"] ? (format["%1",fSay]==_null) : fSay = preprocessFile "fu\fSay.sqf", CoC_NSFunTable = CoC_NSFunTable set [count CoC_NSFunTable,"fSay"] ? (format["%1",fClientChat]==_null) : fClientChat = preprocessFile "fu\fClientChat.sqf", CoC_NSFunTable = CoC_NSFunTable set [count CoC_NSFunTable,"fClientChat"] Those are just examples. You can add any function you want. Also, note that I make sure those functions aren't defined already. That's to avoid problems when two script packs which both use CoC NS2 are running together. Otherwise it'd add unneeded entries of functions to the CoC_NSFunTable array. Alternatively you could have done this: fPlayAnim = preprocessFile "fu\fPlayAnim.sqf" fSay = preprocessFile "fu\fSay.sqf" fClientChat = preprocessFile "fu\fClientChat.sqf" CoC_NSFunTable = ["fPlayAnim", "fSay", "fClientChat"] It actually doesn't matter, one way or the other. But if you want to avoid double entries the former method is preferred. What it does matter is to init all that in all clients and that the functions listed in CoC_NSFunTable are in the same order everywhere, so a good place for that would be in the init.sqs of your mission. Public Arrays You can share arrays publicly, so they can be automatically updated in all nodes and can also be edited by any of them. The public arrays are stored in the CoC_PublicArrays global var. It must be initialized manually in all nodes and all of them must be identical, so a good candidate is the init.sqs. To init CoC_PublicArrays you’d do something like this: globalArray1 = [] globalArray2 = [<stuff>] CoC_PublicArrays = ["globalArray1","globalArray2"] As you can see, CoC_PublicArrays is actually a reference to the arrays you want to be global. The arrays themselves can be either empty or not. You can always change their contents later and broadcast them via fPublicArray. To add a new array to CoC_PublicArrays after it's been initialized you'd need to do something like this: [[],{myNewGlobalArray = []; CoC_PublicArrays set [count CoC_PublicArrays, "myNewGlobalArray"]}] call fNRemoteCall And to remove one: [[],{NameOfTheArrayToDelete = nil; CoC_PublicArrays = CoC_PublicArrays - ["NameOfTheArrayToDelete"]}] call fNRemoteCall To modify a global array you'd use the built-in fPublicArray function, like this: oneOfTheGlobalArrays = oneOfTheGlobalArrays - [unusedObject] "oneOfTheGlobalArrays" call fPublicArray This way all the nodes will receive the request to update their respective versions of the oneOfTheGlobalArrays array with the content of the one of the node that is sending the request. Examples Killed EH The killed eventhandler is local to the computer the unit belongs to. That means that the server won't be aware of when a player is killed unless some looped scripts and global vars are used (which can be dozens depending on the amount of players). CoC NS2 allows to simplify all this by sending the message from the client to the server when the player is killed, so the server can act accordingly. This is a way of doing so: Initialize the CoC_NSFunTable global var: _null=format["%1",_nullstring]; ? (format["%1",CoC_NSFunTable]==_null) : CoC_NSFunTable=[] Create a custom function that will serve as a parser for the sent killed EH. For this example we'll name it fKilled.sqf and will place it in a directory named fu. The code of the function would look like this: private ["_unit","_killer"]; _unit = _this select 0; _killer = _this select 1; [_unit,_killer] exec "eh\killed_server.sqs"; Note that we'll be sending the unit and killer vars to a script named killed_server.sqs in the eh directory, but we could as well run our killed EH code here. Now we load the function this way: ? (format["%1",fKilled]==_null) : fKilled = preprocessFile "fu\fKilled.sqf", CoC_NSFunTable set [count CoC_PublicArrays, "fKilled"] The killed EH should have been added to the player's unit somewhere, like this: this addeventhandler ["killed", {_this exec "eh\killed.sqs"}] And in killed.sqs we put this: _unit = _this select 0; _killer = _this select 1; [[_unit,_killer],"fKilled"] call fNSendServer So, when a player client is killed this would happen: The player's killed EH script would run on his computer, and send a petition to the server to execute the fKilled function with the _unit and _killer vars passed. The server would receive the notification and execute the fKilled function, which in turn would execute the killed_server.sqs script locally This same system can be used to handle the hit EH, which is also local. Strings in global variables Strings are one of the data types not supported by publicVariable. With CoC NS2 we can update and synchronize its value to all nodes with something like this: [[],{myStringGlobalVar = "Some text here"}] call fNRemoteCall By using fNRemoteCall we'll execute the content in brackets in all nodes, including the server. We could have sent this to specific nodes by specifying the nodes, like: [[1,4],{myStringGlobalVar =... While we used a string in this example, this same system would work with global vars that contain any of the other data types supported by fNRemoteCall (booleans, numbers, arrays and multi-dimensional arrays). Notes Be aware that you won't be able to send objects as parameters with a fNRemoteCall. The call executed needs the object to be either local to the receiver or known globally. Something like this, where _unit is defined locally on the server, won't work: [[],"format [{%1 say %2},_unit,_what]"] call fNRemoteCall. By formatting _unit you will actually send the reference of the unit, not the unit object (the client will try to execute something like WEST 1-1-A:1 say phraseWhatever, which obviously won't work). So, if you want to execute something on a unit use a custom function instead, like this: [[_unit,_what],"fSay"] call fNSendAll. The fSay function must have been previously added to the CoC_NSFunTable array, and it would contain something like: _unit say _what; Alternatively, you could make use of the CoC_ClientChannel and CoC_ClientList vars, as shown in the examples in the Intro_to_CoC_NS_D2.pdf file. Drawbacks CoC NS2 can take a long time to load, particularly for the script version. Conflicts with CoC UA in the scripted version if a CoC_Server logic is manually placed in the editor -- Online PDF version of this guide: https://docs.google.com/file/d/0By2CaodBQ84GUTJfSVFyYW54alE/edit?usp=sharing -- Feel free to contribute to this guide and point out any wrong information or coding that could be improved. This guide will be updated in that respect as seen appropriate.
  9. To support the lensmen among us, our Senior Designer Karel Moricky wrote a handy guide about the new tools for screenshot-taking in Arma 3! [ATTACH=CONFIG]191[/ATTACH] "] [ATTACH=CONFIG]191[/ATTACH] Introducing the Splendid Cam, alongside some of the other Debug Console features he implemented, Karel walks us by a few of the basic settings and shares a couple of tips on how to make the ultimate screenshot. We're also grabbing the opportunity to launch our '2013 World Arma Photo' contest, where the 3 best virtual photographers will be awarded with honor and Bohemia Interactive games![/center]
  10. I have a unit that I placed in the map editor, and I was wondering how to tie them into a script such as... Player_Array = [ [P1,P2,P3,P4,P5,P6], [P7,P8,P9,P10,P11,P12] ]; The names of the units being P1...P12. Also how to removeWeapons (for example) from a specific using the select command.
  11. Sharp93

    ArmA Wont Start

    Hi guys,when i try to start ArmA the part where it marks the boxes with a check mark it goes all the way except it stops at the 3rd from the last, and then i get No Entry 'bin\config.bin.ControllerSchemes' so i click ok and then the game starts up and its a black screen for about 3 seconds then closes and i get another error message,this time it says Error compiling pixel shader PPSpecularAlpha aney 1 know what the problem is,all my drivers are up to date and i have XP Pro SP3 Pentium D Dual-Core 2.66GHz on both cores and i got 2 gigs of RAM and an Nvidiea Geforce 8400 GS with 512 memory on it and it passes the reccomended requirments
  12. This page contains Frequently Asked Questions about ArmA 2 game release on STEAM. Note: TBA - To Be Announced, TBD - To Be Determined Q: Why are there different release dates on Steam? A: This depends on work-flow and particular agreements with the publishers. USA,Canada region: 26th June 2009, EU region: 30th June 2009, rest of the world: 30th June 2009. Q: Why is the Steam EU release later than EU retail release and even US release? A: This decision is related to existing publishing and distribution deals for various countries. Q: If I cancel my preorder of Steam version, do I get refund. A: Yes, of course. Q: Who is in control of game updates on Steam? A: Bohemia Interactive. Q: When new patch is released, would I need to wait for special update of Steam version? A: Yes. Update should be available at the same time as for the retail versions and should be delivered to your Steam account automatically (unlike normal patches for retail version where you will need to manually patch the game). Q: Is there SECUROM copy protection used? A: No, Steam version is protected in a different way. Q: What copy protections are used in Steam release? A: Steam copy protection and BI internal solution. Q: Are there any activation limits for the Steam version? A: No, only the standard Steam account limitations apply. Q: Any chance of preload on Steam before release? A: Most likely yes unless something unpredictable prevents it to happen. - Note: TBD Q: What is size of the Steam version download? A: ~8 GB Q: Will be there any special bonus for Steam buyers? A: TBD, TBA Q: Can we use our retail keys to register on Steam? A: TBD, TBA Q: What version will be on Steam on release? A: Version 1.02 may be available for preload, although improved 1.02+ build may be available on release. Q: Will Steam offer beta patches? A: TBD, yet most likely not Q: Can we expect demo on Steam? A: Yes, TBA Q: Will the demo be distributed exclusively on Steam? A: No. Q: What language versions of game will be on Steam? A: For now and near future English language version only Q: What Steam features works already? A: Steamclient VOIP, Steamclient overlay and Steamclient browser inside overlay, Steamfriends in Steamclient. Q: Can we expect use of SteamWORKS (VAC, Cloud, etc.) features? A: No, not at time of release but some features may become used later in future. Q: Are there any feature drawbacks of Steam version compared to retail version? A: No, all features are same. As with any other version, community-made addons and scenarios work with the Steam version. Q: Is Steam version compatible in multiplayer with retail version? A: Yes, absolutely Q: Will the Steam version work offline? A: Yes, via Steam offline mode. Q: Is Steam version supporting commandline like switches like retail? A: Yes. Q: Is there complete ArmA 2 manual included with STEAM release? A: Yes, it will be available as PDF download from STEAM. * these FAQs will be updated and expanded as and when needed ...
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