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Found 23 results

  1. Currently the state of the Settings > Controls UI prevents reassignment of keys for those of us who cannot play using the default WASD based layout. I have managed to reassign a few control binds so far by sheer persistence, when the UI has worked briefly on some occasions after launching Reforger. The last few attempts have resulted in no further key assignments as the dialog fails to appear when a listed control is selected. There is, however, a potential workaround, if the required information is made available for it to be usable. The changes I have managed to make have been recorded in (for Windows 10) [user]\Documents\My Games\ArmaReforger\profile\chimeraUserInput.conf. Unfortunately only the changes are recorded in the file, not the entire control set and neither have I managed to track down any reference to the control definitions used in this configuration file, which appear to be formatted thus: ActionManager { Actions { Action CharacterForward { InputSource InputSourceSum "{59F149755A229279}" { Sources { InputSourceValue "{59F149755A2292E5}" { FilterPreset "primary:forward" Input "keyboard:KC_O" } InputSourceValue "{59F1497558C12CD4}" { FilterPreset "primary:back" Input "keyboard:KC_L" } } } } Action CharacterRight { InputSource InputSourceSum "{59F149755981B3FD}" { Sources { InputSourceValue "{59F149755981B3B0}" { FilterPreset "primary:left" Input "keyboard:KC_K" } InputSourceValue "{59F149755687CCD6}" { FilterPreset "primary:right" Input "keyboard:KC_SEMICOLON" } } } } Action CharacterStanceAnalog { InputSource InputSourceSum "{59F14974A5ED19E2}" { Sources { InputSourceValue "{59F14974A5ED199C}" { FilterPreset "primary:axis" Input "keyboard:KC_RSHIFT" } } } } Action CharacterSprintToggle { InputSource InputSourceSum "{59F14974B6FBF6A9}" { Sources { InputSourceValue "{59F14974B6FBF17D}" { FilterPreset "primary:click" Input "keyboard:KC_APOSTROPHE" } } } } } } From the sample above the format seems more complex than a simple one control - one key list, particularly with the two sets of directional controls, which appear to be paired. Is there a complete list of control assignments or documentation on how to format them available? Otherwise until the control settings function correctly, I've invested in little more than a menu page test.
  2. Hello! I bought recently Arma 2 complete collection=all dlc-expansions pack I played Arma 2 a lot of years ago (retail) on a worse machine that the one that i have and i dont remenber this kind of performance this is what happens: changing graphics settings affect my FPS (at low set high fps and at high set less fps) ok? Well, the problem is that the game almost look the same, ugly. It looks even worse or similar to Arma 1! And im talking from the lowest to the highest setting. Yes, some things change a bit, but the big graphic thing remains the same. Every texture looks like it is low resolution, like OFP!! Im not pretending to play at the highest settings, but at least, medium one with a logic look Besides that, there is some texture popping up, or slow rendering (when you go far from an object) the strange thing is that, some things have excellent detail, for example: the humvee has arma 1 textures but you can see the water/moist on the headlights The player ped and the IA look decent too Its like, there is a texture, but there isnt a 3d thing going on And the weirdest thing: i can run arma 3 on decent fps and, looking more normal and logic my specs: intel i5-5200u intel hd620 Ram 8Gb DDr4 And when playing the game isnt even close to 60/70% on the cpu thanks!!
  3. Hello all, I need some tips for getting more FPS and more smooth gameplay. Please tell me some tips, Nvidia Control Panel settings etc. Thanks in advance
  4. Hey! I actually just started playing arma 3 🙂 And i have some big lag spikes lag problems probably because of my settings here are my computer settings or idk how they are called i am not that good with computers: Current GPU: AMD Radeon R9 200 Series Current CPU: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz Sockets: 1 Cores: 4 Logical processors: 4 Virtualization: enabled It says on AMD Radeon Settings Arma 3 is Fully Compatible for my computer so i can play it without lagg i think..? First my lagg was super bad! Then i watched a video about lagg then it stopped a little i restarted my computer i join a server it just crashes because of the lagg Here are some of my startup options: ( parameters ) ( everything that is turned on btw) 64-bit CPU count = 1 ( is actually not turned on but it has an number) System memory limit (64-bit) ( not turned on ) Video memory limit 1 ( not turned on ) Actually nothing is turned on..? And whenever i change my settings the next time i start my arma 3 everything is removed again any help for that to? Here are my Video Settings: Sampling 100% Texture: High Objects: High Terrain: Standard Shadow: Disabled Particles: Low Cloud: Low PIP: Disabled OVERALL: 1200 Object 1000 SHADOW: 50 HDR: standard Dynamic lights: low Water reflections: disabled Display: Fullscreen Window 1920x1080 (16:9) Auto (Stretch) (16:9) VSYNC Disabled Interface size: Small Bloom radial blur rotation blur depth of field sharpen filter all 0 AO: HDAO low Caustics: Disabled FSAA: 2x ATOC: Disabled PPAA: Disabled ANISO.Filtering: Disabled Sorry for the spoilers idk how to remove Thanks!, Jack
  5. A week or so ago I saw my key bindings reset. I was a bit annoyed but it had happened before so I just re-did them and carried on. However, I have just now gone into the editor and seen that none of the missions under my user profile are shown. I have checked the launcher, and I am definitely loading the "Lawman" profile, of which there is only one. I have also checked the Arma 3 - Other profiles / Lawman / missions folder to confirm my mission files are still there, which they are. Not sure what to do from here on. I tried saving a new mission file to see where it ended up, and It appears to have been placed in the following directory: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions Have BIS changed something so mission files are no longer local to profile? Cheers, Law
  6. I want to add to my mod a setting using the CBA Setting Menu. I have followed the Wiki and so far I have done everything, but the Menu is not showing up. On my config.cpp class Extended_PreInit_EventHandlers { class my_preInit { init="call compile preProcessFileLineNumbers 'myAddon\XEH_preInit.sqf'"; }; }; And on my XEH_preInit.sqf: [ "My_ViewDistance", "SLIDER", "View Distance", "My Settings", [200, 15000, 5000, 0], true, {} ] call cba_settings_fnc_init; Settings are just for testing that the menu is showing up. What am I missing? I have been checking other mods that use the CBA, and I don't see nothing different. In Eden Editor CBA Settings Menu is empty. There no error showing up when starting arma or editor. EDIT: I have been following this wiki: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System#create-a-custom-setting-for-mission-or-mod
  7. WEHAVEADOWNER

    ADS Settings

    First off, I want to say how unique of a game this is. I love that it has kind of a feel of its own, and it is definitely fun to play! Of that uniqueness, there is a MYRIAD of ADS sensitivity settings. I'm a seasoned FPS player, but a lot of these options I've never heard of (i.e. exponent, ramp up, delay time, etc.). My issue is it's hard to find a guide anywhere online highlighting how to use said options. So maybe to resolve this issue for people like me, add some sort of "Key" or "Info" for these functions. Also a major immersion-breaker I've run into... I have to re-enter these parameters every-time I log back into the game after leaving. It adds another 15 minutes of me fiddling through the menu before a match. Like I said, loving what I'm playing so far! I love early-access because I can really see the game grow from the foundation up. Let me know if you have had any similar problems, and hopefully it get resolved soon. Cheers to Bohemia!!
  8. Hello Arma 3 community, ive been back to arma 3 lately since its fun when its heavily modified. so from reading and watching stuff on how to get better performance for arma 3, ive managed to get my game running smooth and looking good. there´s only one problem left, and that is bullets! to be more precise i can barely see bullets landing/hitting something and even with tracers i cant really see bullets flying. im wondering if there´s any fixes in settings or maybe over mods for this problems. also, whats your experience with bullets? greetz weedo
  9. donnyx1x

    X&Z Settings

    During some Editing I seem to have made a change somewhere that causes both X and Y lines to show up during contacts showing the Enemy positions and their movement. This happens now in both sp and mp game play. Is there a setting Ive changed by mistake or maybe a clash of mods that I,m missing?
  10. Is it possible to open a settings menu like a custom CBA one from a billboard with the hold space bar action? I have code that can open a field manual with a hold action, but I have a custom menu that allows setting view dist and sound volume, and I would like to be able to have players open it from a billboard or a laptop item. Surely I could modify the code to get this to work, but how would I get the path to a custom menu? Thanks. This is the code to open a field manual, I could possibly use this? BIS_holdActionSFX = (getArray (configFile >> "CfgSounds" >> "Orange_Action_Wheel" >> "sound")) param [0, ""]; BIS_holdActionSFX = BIS_holdActionSFX + ".wss"; BIS_holdActionProgress = { private _progressTick = _this select 4; if ((_progressTick % 2) == 0) exitwith {}; private _coef = _progressTick / 24; playSound3D [BIS_holdActionSFX, player, false, getPosASL player, 1, 0.9 + 0.2 * _coef]; }; [BIS_TV1, localize "STR_A3_Orange_Faction_IDAP_action_FM", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "(_this distance _target < 3) && (isNull (findDisplay 162))", "isNull (findDisplay 162)", {}, BIS_holdActionProgress, {BIS_TV1 say3D "Orange_Access_FM"; ["InternationalHumanitarianLaw", "Overview", findDisplay 46, localize "STR_A3_Orange_Faction_IDAP_FM_filter_LoW"] call BIS_fnc_openFieldManual}, {}, [], 0.5, nil, false] call BIS_fnc_holdActionAdd;
  11. HaslePat

    FOV in helicopters

    Hi! I'm using Arms 3 with my Oculus Rift (via VorpX) and in general I'm very happy with it. I think it is amazing how well it works for not having VR support built in. After fiddling with the resolution and FOV settings a bit I have almost no distortion when as infantry and in ground vehicles. The only problem I have its when flying helicopters. Somehow the FOV seems to be different in there and I have quite severe image distortions especially when rolling my head. Is there a way to fix this? By the way I already noticed the same problem when playing Arma 3 on a Monitor with Track IR, so it is not really VR related. Thank you very much for the help and best regards!
  12. Ubermensch-

    Draw Distance in Zeus?

    So I'm trying to change the draw distance in my custom Zeus server. The in game configure menu doesn't allow me to change the actual server settings, I've heard there is a module or script or something that allows you to but I can't find it after 15 minutes of googling. Is this just not a feature or am I just missing this?
  13. Hey all, I am currently preparing a mission which will feature a background music and ambient sounds. I would like to make sure that all the players hear it in case any of them had the music settings turned down to 0%. Is there any way to force audio volume settings on the players via a script or some addon so that I would be sure they can hear the music? Cheers, Adam
  14. Hi, I've created some MP maps, 21 so far, using the RHS MOD on Tanoa and Stratis with Eden Editor. When I play the maps, I don't see my player on the "map" or friendly bases. Can this be fixed? Also, how can I add player ICONS so I can see my teammates during play? I have many more questions but I wont overwhelm this post. But one more is...I've created Red/Blue bases with a neutral base in the center. I set the trigger so the neutral can be taken by either side and go back and forth as may happen. After the neutral is captured, is it possible to make the next base, that belongs to the opposing side, appear on the "map" as the next target? Thanks for any assistance.
  15. Hello all, I have a question regarding modules placed in the editor. As I understand it, the modules are a way to change certain parameters, which otherwise would have their default values as designated in config files. Are the default module settings (in the editor) the same settings as they are in config files? In other words: Does it make sense to place a module and not change any of its settings? Perhaps this even varies per module and addon. I'm asking this because when making a template mission with ACE3, I plop down all the modules to be sure even though I leave some with their default settings. Many thanks in advance, Nicolai
  16. Hello, I'm trying to do a mission compatible with ACE, my ACE options (in Loby) are not working, where did I go wrong? How can I change the system when the revival of an ACE? PS: Sorry for my english, i use google translator. descriptions.ext dev = "dimaS1k"; //--- Дебаг enableDebugConsole = 1; allowFunctionsRecompile = 1; allowFunctionsLog = 0; //--- Шапка class header { gametype = Coop; minplayers = 1; maxplayers = 10; playerCountMultipleOf = 1; }; //--- Атрибуты миссии author = $STR_DMSK_MIS_AUTHOR; briefingName = $STR_DMSK_MIS_NAME; onLoadName = $STR_DMSK_MIS_NAME; onLoadMission = $STR_DMSK_MIS_OVERVIEW; overviewText = $STR_DMSK_MIS_OVERVIEW; overviewPicture = "paa\dmsk_ls.paa"; //--- Ключи миссии doneKeys[] = {"DMSK_Key1337_done"}; //---- Респавн respawn = 3; respawnButton = 0; respawnDelay = 45; respawnVehicleDelay = 120; respawnDialog = 0; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory", "Revive", "Tickets", "Spectator", "EndMission"}; //--- Медицина (BIS) ReviveMode = 1; ReviveUnconsciousStateMode = 0; ReviveRequiredTrait = 0; ReviveRequiredItems = 0; ReviveRequiredItemsFakConsumed = 0; ReviveDelay = 6; ReviveMedicSpeedMultiplier = 2; ReviveForceRespawnDelay = 3; ReviveBleedOutDelay = 180; //--- Менеджер очистки карты corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 120; corpseRemovalMaxTime = 180; wreckManagerMode = 1; wreckLimit = 5; wreckRemovalMinTime = 120; wreckRemovalMaxTime = 360; minPlayerDistance = 50; //--- Общие настройки aiKills = 0; briefing = 1; debriefing = 1; disabledAI = 1; showHUD[] = {true, true, false, false, true, true, true, true, true}; showUAVFeed = 1; showSquadRadar = 1; joinUnassigned = 0; skipLobby = 0; forceRotorLibSimulation = 0; //--- Звуки class CfgSounds { #include "hpp\DMSK_cfgSounds.hpp" }; //--- Функции class CfgFunctions { #include "hpp\DMSK_cfgFunctions.hpp" }; //--- Параметры миссии #include "hpp\DMSK_ace_settings.hpp" class Params { #include "hpp\DMSK_Params.hpp" }; //--- Дебрифинг class CfgDebriefing { #include "hpp\DMSK_cfgDebriefing.hpp" }; //--- Уведомления class CfgNotifications { #include "hpp\DMSK_cfgNotifications.hpp" }; //---- Экипировка #include "hpp\DMSK_loadout.hpp" DMSK_ace_settings.hpp class ACE_Settings { class ace_common_forceAllSettings { value = 1; typeName = "BOOL"; force = 1; }; class ace_common_checkPBOsAction { value = 1; typeName = "SCALAR"; force = 1; }; class ace_common_checkPBOsCheckAll { value = 0; typeName = "BOOL"; force = 1; }; class ace_common_checkPBOsWhitelist { value = "[]"; typeName = "STRING"; force = 1; }; class ace_finger_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_finger_maxRange { value = 7; typeName = "SCALAR"; force = 1; }; class ace_frag_Enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_frag_SpallEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_frag_maxTrack { value = 250; typeName = "SCALAR"; force = 1; }; class ace_frag_MaxTrackPerFrame { value = 50; typeName = "SCALAR"; force = 1; }; class ace_frag_EnableDebugTrace { value = 0; typeName = "BOOL"; force = 1; }; class ace_hitreactions_minDamageToTrigger { value = 0.1; typeName = "SCALAR"; force = 1; }; class ace_interaction_EnableTeamManagement { value = 0; typeName = "BOOL"; force = 1; }; class ace_laserpointer_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_magazinerepack_TimePerAmmo { value = 1; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerMagazine { value = 2; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerBeltLink { value = 8; typeName = "SCALAR"; force = 1; }; class ace_map_BFT_Interval { value = 0; typeName = "SCALAR"; force = 1; }; class ace_map_BFT_Enabled { value = 0; typeName = "BOOL"; force = 1; }; class ace_map_BFT_HideAiGroups { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapIllumination { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapGlow { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapShake { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapLimitZoom { value = 0; typeName = "BOOL"; force = 1; }; class ace_map_mapShowCursorCoordinates { value = 0; typeName = "BOOL"; force = 1; }; class ace_maptools_EveryoneCanDrawOnBriefing { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_level { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_enableFor { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableOverdosing { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_bleedingCoefficient { value = 0.75; typeName = "SCALAR"; force = 1; }; class ace_medical_painCoefficient { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableAirway { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableFractures { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableAdvancedWounds { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableVehicleCrashes { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableScreams { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_playerDamageThreshold { value = 1.2; typeName = "SCALAR"; force = 1; }; class ace_medical_AIDamageThreshold { value = 0.9; typeName = "SCALAR"; force = 1; }; class ace_medical_enableUnconsciousnessAI { value = 0; typeName = "SCALAR"; force = 1; }; class ace_medical_remoteControlledAI { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_preventInstaDeath { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_enableRevive { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_maxReviveTime { value = 3600; typeName = "SCALAR"; force = 1; }; class ace_medical_amountOfReviveLives { value = -1; typeName = "SCALAR"; force = 1; }; class ace_medical_allowDeadBodyMovement { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_allowLitterCreation { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_litterCleanUpDelay { value = 300; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_PAK { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_SurgicalKit { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_PAK { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_SurgicalKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_PAK { value = 3; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_SurgicalKit { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_useCondition_PAK { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_useCondition_SurgicalKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_keepLocalSettingsSynced { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_healHitPointAfterAdvBandage { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_painIsOnlySuppressed { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_allowUnconsciousAnimationOnTreatment { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_moveUnitsFromGroupOnUnconscious { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_menu_allow { value = 1; typeName = "SCALAR"; force = 1; }; class ace_microdagr_MapDataAvailable { value = 1; typeName = "SCALAR"; force = 1; }; class ace_mk6mortar_airResistanceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowComputerRangefinder { value = 0; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowCompass { value = 1; typeName = "BOOL"; force = 1; }; class ace_nametags_showCursorTagForVehicles { value = 1; typeName = "BOOL"; force = 1; }; class ace_nametags_playerNamesViewDistance { value = 8; typeName = "SCALAR"; force = 1; }; class ace_nametags_playerNamesMaxAlpha { value = 0.8; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_Repair { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_Wheel { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_repairDamageThreshold { value = 0.6; typeName = "SCALAR"; force = 1; }; class ace_repair_repairDamageThreshold_Engineer { value = 0.4; typeName = "SCALAR"; force = 1; }; class ace_repair_consumeItem_ToolKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_fullRepairLocation { value = 2; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_fullRepair { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_addSpareParts { value = 1; typeName = "BOOL"; force = 1; }; class ace_repair_wheelRepairRequiredItems { value = 0; typeName = "SCALAR"; force = 1; }; class ace_respawn_SavePreDeathGear { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_RemoveDeadBodiesDisconnected { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_BodyRemoveTimer { value = 60; typeName = "SCALAR"; force = 1; }; class ace_sitting_enable { value = 1; typeName = "BOOL"; force = 1; }; class ace_spectator_filterUnits { value = 2; typeName = "SCALAR"; force = 1; }; class ace_spectator_filterSides { value = 0; typeName = "SCALAR"; force = 1; }; class ace_spectator_restrictModes { value = 0; typeName = "SCALAR"; force = 1; }; class ace_spectator_restrictVisions { value = 0; typeName = "SCALAR"; force = 1; }; class ace_switchunits_EnableSwitchUnits { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToWest { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToEast { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToIndependent { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToCivilian { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_EnableSafeZone { value = 1; typeName = "BOOL"; force = 1; }; class ace_switchunits_SafeZoneRadius { value = 100; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_DefaultLockpickStrength { value = 10; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_LockVehicleInventory { value = 1; typeName = "BOOL"; force = 1; }; class ace_vehiclelock_VehicleStartingLockState { value = 2; typeName = "SCALAR"; force = 1; }; class ace_viewdistance_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_viewdistance_limitViewDistance { value = 3500; typeName = "SCALAR"; force = 1; }; class ace_weather_enableServerController { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_useACEWeather { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncRain { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncWind { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncMisc { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_serverUpdateInterval { value = 240; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_vehicleEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_simulationInterval { value = 0.05; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; }; class ace_zeus_zeusAscension { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_zeusBird { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_remoteWind { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_radioOrdnance { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_revealMines { value = 0; typeName = "SCALAR"; force = 1; }; class ace_zeus_autoAddObjects { value = 0; typeName = "BOOL"; force = 1; }; class ace_captives_allowHandcuffOwnSide { value = 1; typeName = "BOOL"; force = 1; }; class ace_captives_requireSurrender { value = 0; typeName = "SCALAR"; force = 1; }; class ace_captives_allowSurrender { value = 1; typeName = "BOOL"; force = 1; }; class ace_cargo_enable { value = 1; typeName = "BOOL"; force = 1; }; class ace_explosives_RequireSpecialist { value = 0; typeName = "BOOL"; force = 1; }; class ace_explosives_PunishNonSpecialists { value = 0; typeName = "BOOL"; force = 1; }; class ace_explosives_ExplodeOnDefuse { value = 0; typeName = "BOOL"; force = 1; }; class ace_hearing_EnableCombatDeafness { value = 1; typeName = "BOOL"; force = 1; }; class ace_hearing_EarplugsVolume { value = 0.6; typeName = "SCALAR"; force = 1; }; class ace_hearing_UnconsciousnessVolume { value = 0.3; typeName = "SCALAR"; force = 1; }; class ace_hearing_enabledForZeusUnits { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForSnipers { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForGroupMembers { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForEveryone { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_disabledInFullAutoMode { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_ammoTemperatureEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_barrelLengthInfluenceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_bulletTraceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulationInterval { value = 0.05; typeName = "SCALAR"; force = 1; }; class ace_advanced_ballistics_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; }; }; DMSK_Params.hpp class spacer0 { // paramsArray[0] title = $STR_DMSK_PARAMS_MIS_SET; values[] = {1}; texts[] = {""}; default = 1; }; class Tickets { // paramsArray[1] title = $STR_DMSK_PARAMS_TICKETS_NAME; values[] = {-1,2,4,8,16,24,0}; texts[] = {"0","2","4","8","16","24",$STR_DMSK_PARAMS_UNLIMITED}; default = 8; }; class aiSkillLevel { // paramsArray[2] title = $STR_DMSK_PARAMS_AISKILL_NAME; values[] = {0,1,2,3,4,5}; texts[] = {$STR_DMSK_PARAMS_AISKILL_VERY_LOW,$STR_DMSK_PARAMS_AISKILL_LOW,$STR_DMSK_PARAMS_AISKILL_MEDIUM,$STR_DMSK_PARAMS_AISKILL_HIGH,$STR_DMSK_PARAMS_AISKILL_ELITE,$STR_DMSK_PARAMS_AISKILL_DEF}; default = 2; }; class vrArsenal { // paramsArray[3] title = $STR_DMSK_ADDACTION_ARSENAL; values[] = {0,1}; texts[] = {$STR_DMSK_PARAMS_NO,$STR_DMSK_PARAMS_YES}; default = 0; }; /* ===================== ACE ===================== */ class spacer1 { // paramsArray[4] title = $STR_DMSK_PARAMS_ACE_SET; values[] = {1}; texts[] = {""}; default = 1; }; class ace_medical_level { // paramsArray[5] title = "Medical Level"; ACE_setting = 1; values[] = {1, 2}; texts[] = {"Basic", "Advanced"}; default = 2; }; class ace_medical_playerDamageThreshold { // paramsArray[6] title = "Player Damage Threshold"; ACE_setting = 1; values[] = {0.8, 1.2, 1.6}; texts[] = {"Low","Medium","High"}; default = 1.2; }; class ace_medical_enableAdvancedWounds { // paramsArray[7] title = "Advanced Wounds"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"Off", "On"}; default = 0; }; class ace_medical_maxReviveTime { // paramsArray[8] title = "Max Revive Time (minutes)"; ACE_setting = 1; values[] = {60, 300, 600, 900}; texts[] = {"1", "5", "10", "15"}; default = 300; }; class ace_medical_medicSetting_PAK { // paramsArray[9] title = "Personal Aid Kit Usage"; ACE_setting = 1; values[] = {0,1,2}; texts[] = {"Anyone","Medic Only","Doctor Only"}; default = 2; }; class ace_medical_consumeItem_PAK { // paramsArray[10] title = "Consume Personal Aid Kit"; ACE_setting = 1; values[] = {0,1}; texts[] = {"No","Yes"}; default = 1; }; class ace_medical_useLocation_PAK { // paramsArray[11] title = "Personal Aid Kit Usage Location"; ACE_setting = 1; values[] = {0,1,2,3,4}; texts[] = {"Anywhere","Medical Vehicles","Medical Facilities","Medical Vehicles and Facilities","Disabled"}; default = 0; }; class ace_medical_useCondition_PAK { // paramsArray[12] title = "Personal Aid Kit Usage Condition"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Usable Any Time","Usable on Stable Patient"}; default = 1; }; class ace_medical_medicSetting_SurgicalKit { // paramsArray[13] title = "Surgical Kit Usage"; ACE_setting = 1; values[] = {0,1,2}; texts[] = {"Anyone","Medic Only","Doctor Only"}; default = 2; }; class ace_medical_consumeItem_SurgicalKit { // paramsArray[14] title = "Consume Surgical Kit"; ACE_setting = 1; values[] = {0,1}; texts[] = {"No","Yes"}; default = 1; }; class ace_medical_useLocation_SurgicalKit { // paramsArray[15] title = "Surgical Kit Usage Location"; ACE_setting = 1; values[] = {0,1,2,3,4}; texts[] = {"Anywhere","Medical Vehicles","Medical Facilities","Medical Vehicles and Facilities","Disabled"}; default = 3; }; class ace_medical_useCondition_SurgicalKit { // paramsArray[16] title = "Surgical Kit Usage Condition"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Usable Any Time","Usable on Stable Patient"}; default = 1; }; class ace_viewdistance_limitViewDistance { // paramsArray[17] title = "Max View Distance (meters)"; ACE_setting = 1; values[] = {3000,6000,9000}; texts[] = {"3000","6000","9000"}; default = 6000; }; class ace_advanced_ballistics_enabled { // paramsArray[18] title = "Advanced Ballistics"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Off","On"}; default = 1; }; class ace_map_BFT_Enabled { // paramsArray[19] title = "Track Friendly Forces"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Off","On"}; default = 0; };
  17. I'm not sure if this is game related, or mod specific. But why is it that all the helicopters get shot down every time by tanks? I'm using a BMP in this mission.. I tried using the 3den Enhanced to set the skill for both gunner and polite in the chopper: i..e.. max aim accuracy, aim speed and spot distance, and the AH64 still gets shot down every time. I also set the tank's crew skills very low, (in the 20s) for the same settings as the AH64. The 3den Enhanced does work with regard to the tanks firing at me, but the settings don't seem to have an effect on the choppers. But the larger question is: why are the AI settings in ArmA3 so unrealistic that we have to change them for everything we add? Couldn't there have been a better default setting? Tanks shoot at you and kill you on the first shot when you're sneaking in a forest 400 feet away. This is BS. There is no way. I have friends who are active in the military, and they even said it's unrealistic. I don't know why BIS hacked the settings in ArmA3 so bad. A solder gets tired in 30 seconds of running? Give me a break. That's not a solder, that's a wimp. They are not running full speed as we've been told for them to be out of breath this quick. The objects in the scene don't pass quick enough for them to be sprinting. The default AI settings in ArmA 3 are horrible. Sorry, not trying to be negative. But A2 was fun. I'm spending more time tweaking things in A3 then playing the game. Thankfully there are people in the community providing utilities such as 3den Enhanced. Had it not been for that, What would we do, live with these ridiculous default settings? Seriously.
  18. As I come from Operation Flashpoint/Arma series, I was surprise not to find a scripting language in Take On Mars (as SQS/SQF), even with very few commands. a (small) scripting language could eventualy relieve to the missing of functionnalities and/or permits to easily insert random in user's missions. Did you plane to add a scripting language (I saw a sub-forum on Steam "Scripting & Configs") ? Or may I suggest you to add one ?
  19. As a (yet another) follow-up of Difficulty/AI Skill settings proposal (also, REF:AI Configuration Analysis & this) I've decided to start a new thread dedicated not to what the AI can and can't do, but to how you, as a player, mission designer or modder can directly affect the AI's behavior. The initial goal is to: DEFINE Together with slightly improved documentation of AI Sub-skills, setSkill command and under-improvement CfgAISkill & page about precision(skill)Friendly(Enemy) (currently incomplete info here, more info here) we'd like to consolidate the configuration of AI on all levels. For that purpose, we've divided the issue into 2 main branches. Global and Per-unit configuration. Please, take a look at the documentation and let us know what you think about the current status, about current options how to configure the AI and also feel free to ask about anything you'd like to know and you feel is missing in the documentation! PROVIDE We'll hopefully get a chance to improve both "branches" soon or later, but our first focus is on the global settings; i.e. player more meaningful control over the difficulty of the AI in Game Options/Difficulty, defined in your .Arma3Profile. One option is to get rid of it completely and leave the decision about how dangerous the AI is going to be purely on the mission designer. #noFlameIntended The other option is to provide limited amount of, let's say 3, hard-set global AI skill presets - carefully tuned by us (with an assistance of your feedback) - that would give a consistent experience and would also let you know what you can expect from a MP session that uses one of such presets. (showing this parameter in server info is intended) For your convenience there still could be one more (advanced) option - a custom preset where you could set, for example, the Skill & Precision of AI to any value. We wouldn't take responsibility for that ;). That would allow you to adjust the AI if you didn't like the presets defined by us, it would allow you to test the effects of those two multipliers on the run or drastically change the mission experience without touching the individual AI units' skills inside it. (More about how they work to be found here) That would also come with separating the AI skill settings completely from the other "difficulty" settings, that serve mainly the purpose of "helpers" (HUD elements...). ENABLE In future, we'll take a look at how we can give mission makers more options for setting units in, for example, the mission editor; for now, we're focus now purely on those global settings: how would you like to adjust the AI globally? I know it's interconnected with per-unit skill settings, but let's say we can - just for a moment - forget about that ;)
  20. A2OA features new post process effect SSAO . Depending on game settings and fillrate (shader performance) of your graphics card, this may lead to lower frame rate. However, we implemented simple but useful scheme to allow customization of pp effects (based on your personal preferences and also system performance): Disabled: color corrections only Very Low: Disabled + filmGrain + radial blur + dynamic blur Low: Very low + bloom + rotational blur + other scripted post process effects Normal: Low + DOF + lowest SSAO High: Normal + medium SSAO VeryHigh: Normal + highest SSAO Please note that this setting is not directly equivalent to that of Arma 2. Also, disabled - low primarily allows you to customize game appearance, Normal - Very High is heavily affecting performance but SSAO quality is the only difference.
  21. [TABLE] [TR] [TD]What difficulty preset do you prefer? Recruit, Regular, Veteran or Elite? Please, vote in the poll! If so, please specify how in a post in this thread. [*=left]Do you adjust the AI UNIT SKILL sliders? How? [*=left]Do you change some of the sub-options (Enabled/Disabled)? Which? [*=left]Do you make any manual change inside the .Arma3Profile? [/TD] [TD][/TD] [/TR] [/TABLE] Thank you! Do you adjust the preset of your choice?
  22. I have a unit preplaced from editor. when the mission begin, i have an addaction for the players , that can use this unit (movements, waypoints) so far so good. while alive player everything is under control because the script continues. i want ,if the player is dead or disconected for some reason, the unit go back to the initial position and some actions that made before killing or disconnection also remove.(ex. spawned vehicles ) how can i do that? edit: also how can i lock the unit so when a player use it , the other players cant ? same thing here..... i need to unlock when player dies or disconected
  23. i have been trying to make soldiers ride on top of the apc's for a while but can't get it to work, pls help!
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