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Found 3 results

  1. Hi, I just created this account (for now) to make some noise about this thing that i'm missing for so long. We need simple vanilla flashlights.. at least I really wish there were some... I remember the first time I started playing arma 3... at that time there was only one map to chose, wich was Stratis. I joined a server and it was night. It was pitchblack, except for that impressive lightbeam coming from the lighthouse. And the lights far away from some houses, I loved it. Well meanwile I tend to play a lot on Altis Life servers, which are really fun on their own way. I really like the roleplaying part of it. On these servers you start of as a civilian, doing what a "civilian" does,... farm, farm and farm. Anyways, after night falls, gameplay could be really interesting especialy because you can't see anything without light. But... alas, we only have two options when it comes to take a walk in the dark. Being armed with a gun equiped with a flashlight or wear nightvision goggles and there fades the ambiance... I remember when I was a kid, I had that old military flashlight that had like 2 or 3 levers, you could either go with full light and be seen by the enemies from far away or you could pull a lever so most of the light would be cut off, only a small lightbeam would go through a slit covering only a small area in front of you. Then there were the other levers in which you could put a red or green filter. I really loved this flashlight. I remember doing some mors code with it. :) I like to imagine a scenario where noone would have acces to nightvision and would rely merely on flashlights to be seen by the enemy if not carefull or see the enemy from far away. Or one having to use his flashlight with a filter in order to check his map for navigation. I'm sure this is feasable, consider this a wish to the devs team. Please make it happen!! :)
  2. Hello, we have released a major upgrade of our BattlEye integration in a dev branch today. This new version of BattlEye uses a windows service that is started before the game and provides additional security. The service is started and stopped automatically and it's also shared among all our games that support it (currently Arma 3, Operation Arrowhead and DayZ) so the impact on your systems should be minimal. If you want to use BattlEye in an Arma 3 client (there's no change for servers) you have basically three options: Use Arma 3 Launcher Start the launcher, enable BattlEye in the options and start the game -or- If you're using a -noLauncher parameter to skip the Arma 3 Launcher in the game Launch Options, in a shortcut or an URL, you can also add a -useBE parameter. arma3launcher.exe -noLauncher -useBE <params> steam://rungameid/107410// -noLauncher -useBE Let Arma 3 start BE You can simply start the game and join a BE enabled server Arma 3 will show a dialog requesting a game restart If you will confirm it the game will be restarted with BattlEye enabled (restart is required in order to start the BattlEye service) Manual start of BattlEye Start the game by running the BattlEye launcher directly arma3battleye.exe 2 1 <params> The first parameter - 2 means BE should check for updates and then run the game <params> stands for command line parameters that are forwarded to the game Please use this thread to share your feedback and report any issues you may have to our feedback tracker. Thanks! EDIT: A3 launcher option extended with the -useBE parameter EDIT: The first parameter for arma3battleye.exe changed from 0 to 2
  3. Hi, I cannot get ArmA to play music at all. I want to play via a mod. config.cpp inside the pbo has CfgMusic: class Extended_PostInit_EventHandlers { class TORT_playmusic { clientInit = "call compile preprocessFileLineNumbers '\TORT_playmusic\init.sqf'"; disableModuload = true; }; }; class CfgMusic { class test1 { name = "test1"; sound[] = {"\TORT_playmusic\Music\test1.ogg", db+3, 1.0}; }; }; init.sqf has: hint "TESTTEST"; playMusic "test1"; Hint appears, no music. Music is here, example: c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@tort_playMusic\Music\test1.ogg Ideas? Music format is alright. ---------- Post added at 13:36 ---------- Previous post was at 13:27 ---------- Solved. Argh. Referenced sound file inside pbo, but they are outside. This is correct: sound[] = {"\@TORT_playmusic\Music\test1.ogg", db+3, 1.0}; ---------- Post added at 14:27 ---------- Previous post was at 13:36 ---------- Whats wrong here? Hint appears, music plays, but "Generic error in expression in line 7" - it does not want the sleep here. hint "tort_PlayMusic running"; sleep 5; while {true} do { //playmusic format ["tmusic_%1", ceil(random 37)]; playmusic "tmusic_1"; sleep 5; }; ---------- Post added at 14:38 ---------- Previous post was at 14:27 ---------- OK, it has to be inside a "0 = [] spawn {" ---------- Post added at 14:45 ---------- Previous post was at 14:38 ---------- NEW QUESTION: How do I define the oggs length, I think in cfgmusic? If I know the tracks length, I know how long I have to wait at least. Before next track starts. This is my simple main loop. 0 = [] spawn { sleep 5 + random 30; while {true} do { playmusic format ["tmusic_%1", ceil(random 37)]; sleep 120 + random 120; }; }; ALSO, can I have ArmA count the number of files inside my sound folder? And I wish I could make cfgmusic part somewhat adaptive.
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