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Found 156 results

  1. Afternoon all, I'm after a bit of advice with calling postinit and preinit functions from a mod. I've created a mod which is basically a functions library. I have one rather inconvenient issue. My Postinit and preinit functions execute on Arma 3 start, for example: I have dynamic text appearing on the main menu, which whilst amusing, isn't particularly professional. My question: How do I execute postinit and preinit functions only on Mission start when called within a @mod? Thanks in advance!
  2. After a short break (1 week), I decided to play Arma 3 again with same mods, but after launching the launcher, all the mods started to update and downloading again. This has already happened some times, but downloading such a number of gigabytes each time is already a problem. ( http://prntscr.com/oesvus )
  3. GEORGE FLOROS GR

    Mods Discussion

    Mods Discussion Information : Feel free to share and discuss , about Mods used alongside Ravage Mod.
  4. Hey everyone here! First, let me introduce myself. I am Chienoki Zhu, also known as Katusha02, a mission and mod creator of Arma 3. I had play arma since back to the cold war assault version, and yes, I'm a otaku that actually like everything in anime, so even modding and map creating I'm still prefer it in anime way. But I actually just began to create mods and missions, and only had done two of the missions so far ahead. But anyway, as long as you guys don't against it, I will be more than happy to create and upload/post more mods and maps in the future. So, now, if you don't mind, here is my first co-op mission I had ever create it, feel free to try it out and give some complain. ­čśŤ Download
  5. Hello, I need help for include CBA_A3 in my addon. Indeed, i more difficulty for use and understand this structure.
  6. I have a lot of mods in my game, as I haven't played in a while I decided to refresh myself. I activated my mods, and the game restarted- then it popped an error about a cyclic redundancy check. Checking the crash logs I saw that ACE (not ACEX) is the one causing this problem. I cant remove the mod from in-game now since I cant launch ARMA beyond the check mark screen. How do I fix this? Can you guys help?
  7. Hello! Since the last week i'm struggling with terrible problem. I was playing ArmA 3 on my PC since the release day without any major probems, with many mods and without them. One day everything was alright, i was playing with my friends on modded server, felt sleepy and went to bed. I woke up the next morning and wanted to play on the same server, but after joining it and playing for something like 1 minute I was kicked - there was only "You were kicked off the game" text on the screen. I asked my friend to join the server and watch the chat when I get kicked. He noticed, that everytime I'm getting kicked, the chat says "Signature check failed" and a path to file from some mod. I decided to reinstall whole ArmA and mods, but the same happens. I've found more people with the same problem, I hope they will describe their situation below. ArmA was my favourite game, and now I keep getting kicked off every server with mods with the same error (only the file changes depending on which mods the server uses). I can't play the game, please help! PC specs: I7-6700k MSI z-170A Gaming Pro motherboard GTX 960 4GB MSI 2x HDD 1TB Seagate 8GB DDR4 RAM I didn't install any new software, drivers, etc.
  8. Hello! I'm very new to making vehicle skins, currently I'm trying to skin cars from the D3S mod and, whenever I try out the skin on a vehicle, i realize it's very pixelated. I'm wondering if there's a way to make it so it's not pixelated? So far I've tried highering the resolution of everything, and making things simply bigger. Thanks in advance
  9. Tales From Nowhere is a compilation of experimental missions for the Ravage Mod, showcasing fun or interesting ideas, concepts or game modes for singleplayer and multiplayer. Those missions will usually require 3rd party addons, or make use of various script techniques to achieve better immersion and explore what can be done with the tools provided by the Ravage Mod. Feel free to use or adapt any of the TFN missions or any part of it, as long as you give credits. All episodes of Tales From Nowhere are released under the Arma Public Licence If you enjoy the weird stuff I do with my spare time, want to support me, or simply buy me a coffee - good news! I have a donation thing :
  10. Hello All, I've been getting into making addons, specifically vehicle textures, and have had some success. Despite this, there are a few things I am having trouble with and cannot seem to find any information to help with online, so I wanted to create a topic to find some additional information about the process beyond Amit's simple re-texturing guide, so here are my questions: 1. Is there any config template for simply adding a texture to a vanilla vehicle's virtual garage (VG) without creating an entirely new vehicle class? I am a novice with scripting and writing configs, so I am not great at figuring out how to implement code. I have searched through the config files of vehicles with multiple texture options and have found the classes for each texture option, but I don't know how you would implement it without creating an entirely new vehicle and adding your texture to that list (defeating the purpose of dealing with VG in the first place). 2. How do you go about adding re-textures for parts of a vehicle that are either modifications via VG or just not listed in the initial three hidden selection paths? For example, I am making a winter re-texture of the MBT-Kuma (I know some exist, but I had an idea for my personal scheme), and I would like to include a re-textured winter-style camo net with it. I am also doing things with the slammer and would imagine the process would be similar for the optional turret backpacks. Also, I have a re-textured marshall that has been added as a different vehicle, but the camo net reverts the texture back to vanilla. 3. Finally, is there a hidden selection path for the tracks of a vehicle? On the Kuma, I have also created a new track texture, but cannot find a way to even test it via setObjectTexture. I know this is a lot, but even help on one issue would be awesome! Thanks!
  11. Hey guys So I'm having a problem with the starting parameters for my server. I'm just trying to host a small server for my friends and I and for some reason I can only load one mod at a time. For context I'm using a LGSM server install on an Ubuntu 18.04 LTS. The mods are loaded in the root directory of my Arma server install and no matter how I set up my content I can only load one mod. Here is an example -mods=@RHSAFRF;@CBA_A3 this only loads RHSAFRF and if I set it up this way -mods=@CBA_A3;@RHSAFRF this only loads CBA_A3. What could the issue be?
  12. So I'm trying to load mods on my server but no matter how I copy over the files (either links or an actual copy of the dir) it still doesn't load the mod when I launch the server. The directory also has all lower case but it still does not help. The server runs good otherwise. Anything input would help thanks!
  13. Hey there, Community! So, basically, our small community is playing tactical operations on the weekends on a dedicated server. We use a modpack consisting of around 15 mods. These addons are not made by me, and we the community does not bring any income to the co-owner & me. I'm not sure if that eraises the licensing problem though. I want to combine all of the current versions of these 15 mods into a single addon, that members can download using filezilla via my private FTP Server. I have little to no knowledge on how mods really work, so I don't know if it's possible for me to not only combine all of these into one @"modname" folder, and if I can create a key for that mod without being the owner of that intellectual property. For the record, that combined mod would not be published anywhere publicly, it would only be uploaded to the database. Managing the mods like this would come with lots of advantages: 1.: We could combine specific versions of mods together, creating the ability to compose our own modpack to our wishes. 2.: We don't have to keep track of all updates that the mods receive, and update them manually on our dedicated arma server. 3.: Lots of advantages resulting from 1. and 2., for example gaining lots of experiences from fixed versions of mods will make it able to give recruits a better comprehensive overview on our mods. Hope there are some mod-experts out there who can and are willing to help me, I'm not a native speaker please excuse spelling mistakes etc. ;) Greetings, Kation
  14. Please let me know if I should share any more information to help with solving the problem. I am still a rookie server administrator. On the designated game server that I manage via LinuxGSM (https://linuxgsm.com/) in an SSDNodes (https://www.ssdnodes.com/) installation of Ubuntu Server 18.04, I have been facing a strange issue. With up to about 25 mods loaded in the "-mods" option -- that is, as both server-side and client-side -- everything works perfectly. If I add 1-2 more mods, I reach a grey area in which clients are sometimes able to connect and sometimes not. With any number of "-mods" beyond that (say, 27 or more), no matter what the mods are, clients cannot connect at all. Because I have carefully shortened the file names within the "mod" and "meta" configuration files of the mods that have longer names, everything shows up correctly in the standard Arma 3 Launcher. Yet when joining from the launcher, I am greeted with a blank loading screen. When joining via direct connect using the in-game server browser, I am greeted by a blank Tanoa map loading screen. The console does not show any error messages. Does anyone know how I could fix this issue? Thank you. SERVER HW SPECIFICATIONS Intel(R) Xeon(R) CPU E5-2697 v3 @ 2.60GHz, 4 cores 16 GB RAM 80 GB SSD
  15. papadxcs

    Help server setup

    hi , i'm new to ARMA server side stuff need little help, i installed server from steam , and added Exile mod but then when logging in locally i have Steam authentication error , i was doing exactly same as in this video(video in spoiler) but i installed not from steam cmd it was directly from steam >> Library >> Tools if somebody can help i'll appreciate it .
  16. tacticalchubz

    Workshop problem

    Hello and merry christmas to you all, i moved my arma 3 directory to another larger drive so i could update my mods, but the !workshop file is empty apart from the standard file that is included. all mods work so must be stored on the drive somewhere, i just cant locate them. is there a fix for this?
  17. I am new to working with Cfg's and I have been working on adding some more camo textures to a jet however, the option of them appear in-game but when I click on it, the texture stays the same, can someone perhaps point me into the right direct? Also, how can I make a vehicle show up on a certain side, so like if I was to try and get a jet to appear in the editor what would I put in the .Cfg to make it show up. Thanks in advance!
  18. I have a very big issue with mods at the moment. Overnight I installed 21 gb worth of mods on slow internet. When I woke up it finished, but in the Arma launcher it shows all the mods are waiting to be downloaded. Then it tried to download all 21 gb again through steam. I looked in the steam/steamapps/workshop/downloads/107410 and all the mods are there and all downloaded. Why is it not recognizing these are installed already? 3 mods are actually functional and recognized as being installed.
  19. INTRO After some time using and getting annoyed with the repetitiveness of SteamCMD, I looked around for a tool to automate at least some of process of installing an Arma 3 server and managing workshop mods. Having looked through a few options, none of which matched what i was looking for I decided it would be easier to build it myself. F.A.S.T. is the result of that, this is the first iteration and I will continue to expand and update it as and when needed. Thanks go out to Optix for his Remote Arma Server tool that gave me some ideas for my tool. Also, a massive thank you to Kju and Friznit for testing and bug reporting for me. PREREQUISITES Steam account with valid copy of Arma 3. Basic understanding of Arma 3 dedicated servers. DOWNLOADS AND INSTALL Download the zip file from below, unzip the contents to a folder or your choice and run the tool. Github Releases SCREENSHOTS FEATURES Automated install and update of SteamCMD. Manage and launch Arma server (TADST like features). Works with existing SteamCMD and Arma 3 server installs. Steam Guard support. Steam Mobile Auth support. Encrypts and remembers steam password. Automated install and update of Arma 3 Server Main Branch. Automated install and update of Arma 3 Server Dev Branch (see below for warning). Adding, downloading and updating steam workshop mods. Adding, downloading and updating of Private/ Friends only steam workshop mods. Manually update all or individual mods. Mass import of mods using Arma 3 launcher pre-set file. Copying of mod keys to server folder on each update (and in bulk) Symlink of steam workshop mod folders to Arma 3 server folder with readable names. Correct handling of removing mods: Removes mod local files and symlinks. Cleans up steam workshop ACF file correctly. Displays last update date for mods and server. Displays SteamCMD output for troubleshooting. FEATURES PLANNED Support multiple server installs. Create .bat files to launch server. Detect previously installed/ existing Workshop mods. New modern UI/ UX. Automatic updating of the tool. KNOWN ISSUES See GitHub releases. ISSUES AND FEEDBACK I'll monitor this thread as best as i can but I will use this GitHub Repo for bugs, issues and feature suggestions. Any feedback is also welcome in this thread. GitHub Issues DEV BRANCH WARNING Due to the available server builds on steam, to install a dev branch server you must install the main Arma 3 application dev branch then launch using the included server binaries. Due to the way SteamCMD works this means that any mods that the account used to install the server is subscribed to will also be downloaded and updated when using Dev Branch. Currently these mods are mot detected/ added to F.A.S.T. but this will be added in future. DOCUMENTATION Is currently minimal but will be updated, in the meantime here are is some basic info that can also be found in the "Help" section on the tool.
  20. Hello! Is there any US roads signs mod? i'm working on mission and i can't find any. Thanks for your answers.
  21. This is an open world zombie survival modification, which was specifically created to work with 'The Artifact' scenario. The scenario is available under the 'scenarios' tab in the main menu. PAY ATTENTION TO THE REQUIRED MODS LISTED BELOW. MY MODIFICATION WILL NOT WORK PROPERLY WITHOUT THOSE. Required mods: CBA_A3; CUP Terrains - Core; CUP Terrains - Maps; CUP Units; CUP Vehicles; CUP Weapons; DS Houses Feautures: Hardcore survival in the zombie-infested Chernarus; Zombies with realistic human-like sight; Stealth; Basic needs (hunger, thirst, temperature, vitamins) and injures (bleeding, pain, wounded legs, open wounds); Diseases (flu, food poisoning, blood infection); Dynamic weather; Dark ambient music; Different ambient sounds; Various hand-made animations; Survival HUD --The Artifact-- The scenario combines survival with completing various tasks. Story Year 2014, Chernarus. The zombie apocalypse began about a year ago. Chernarus Defence Forces were rescuing inhabitants for about a month before they were displaced by the infected. Many eyewitnesses alleged that something strange was going on before the apocalypse: people were going missing, animals and crops were dying. Some insisted that Chernarus was cursed. You are an explorer named Dean Hendricks. You work for the clandestine company which provides different legal and illegal services. Recently, you were sent to Chernarus to find an unidentified object, which was named 'The Artifact', examine it and bring it back with you. You were flying over Chernarus with your partner Michael and a pilot when suddenly, something went wrong... You wake up near your crashed helicopter and see the dead pilot, but no sign of Michael... --Other-- Credits Mod, scenario: SerBiX (a.k.a SerbiX8); Music, sounds: Nicolas Gasparini (Myuu) - The Dark Piano; Freesound License This work is licensed under Creative Commons Attribution 4.0 International (CC-BY 4.0) license. Donate PayPal Patreon --STEAM WORKSHOP PAGE--
  22. Leo TuPaS

    TuPaS Team

    New TuPaS MOD Visit our site download our OFP mod and joing on line game https://goo.gl/ui2usQ The readme files of the add-ins are included in the mod folder. We do not stay with the credit of others' work as some think. The TuPaS mod includes a variety of add-ons from various mods with the only purpose of enjoying the game for online games.
  23. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack. Bravo consists of Mechanized Infantry, Armor, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  24. Ry4nD

    Sandstorm

    Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1478897076 # Sandstorm.takistan Git https://github.com/rcantec/Sandstorm.takistan Insurgency style mission for Takistan, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the required addons are CUP Terrains, Maps, Weapons, Units. CBA_A3. The mission is compatible with all other addons. To begin using the Software; 1. Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some cool things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 Doctor Vanilla rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  25. Just collecting classnames and putting it into format for use: ALL CUP Weapons (with attachments): CUP Weapons (without/with very limited Attachments)
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