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Found 491 results

  1. How does one use the MissionEventHandler "BuildingChanged"? I'm currently trying to make it so that when a building is damaged (and changes into its partly damaged form) a trigger is activated and props inside the building are deleted. Unfortunately, I'm having real trouble getting the script to work. Please help!
  2. Hello all, My question is what will the future for ArmA look like? Will we go back to proper military simulation? A2/A2OA or will we stick with the sandbox? A3 Don't get me wrong I love and support what ArmA 3 has become I love it in some way the thing that killed it for me was ArmA 3 "Contact" and the fact that its all future based....not enough Takistan....I sometimes feel that ArmA became a meme because of PSYSIN I love his content but now it's all about life servers...the mill sim side is slowly dying off and only the elite groups are left. if you're a mill sim guy I highly recommend that you try ArmA 2: Army of the Czech Republic...I wish they would make some DLC like that for ArmA 3. I am asking these questions because I found ArmA 2 and A2OA to be much better for my self, A3 is great the mods are better in some way but it just does not have the proper military simulation vibe to it(Sorry if you're a life server person). I am sorry if I am not clear English is not my first language, sorry if this is a repost this is just something I've been worried about as we move on with ArmA and its DLC's. Love you all, stay safe, Luke.
  3. Mister GTX

    Field Tent Doors

    Hi Community, Since Contact came out I was walking around and looking at the placement of objects in the Campaign. In the second mission you get called to a tent which is open on one side and closed on the other one and I would like to do that. Sadly I haven't found a way yet (you can only hide or unhide both doors but not a single one [actually at the decon-tent you can close only 1 door]) Thx in Advance!
  4. Dobrý den, rád bych se zeptal/ požádal o pomoc s problémem. Nefunguje mi vnitřní pohled z tanku Angara. Pokaždé když jsem v tanku displeje hlásí že kamera nefunguje, po přiblížení(pravé tlačítko myši) najednou displej funguje ale vidím jen pohled přes displej, jako před přidáním interiérů tanků. Je jedno na které pozici v tanku sedím, všechny kamery hlásí stejný problém. Zkoušel jsem celou Armu přeinstalovat i opravit na Steamu. Nic nepomáhá, můžete mi prosím někdo poradit co s tím mám dělat? Hello, I would like to ask / ask for help with the problem. I don't see the Angara tank inside view. Every time I am in the display tank reporting that the camera is not working, after zooming (right mouse button) suddenly the display works but I only see the view through the display, as before adding the interiors of tanks. No matter which position I sit in the tank, all cameras report the same problem. I tried to reinstall the Arma 3 and fix on Steam. Nothing helps, can someone help me please, what to do about it?
  5. Serverify A3 An Arma 3 dedicated server configuration tool. Features Supports latest A3 version (1.94) and almost every (only 3-4 config properties are temporarily missing) configuration setting; Supports Arma 3 startup parameters, basic.cfg, server.cfg, A3 user profile. Profiles system to store settings for various server configurations; Modern, nice looking and responsive UI; Localization support; Visual themes. Prerequisites Windows 7/8/10 .NET Framework 4.7.2 Steam account, purchased Arma 3 on it Installation and usage guide Download latest version of Serverify A3 (Github Releases Page); Unpack the archive to the any folder you like. Launch ServerifyA3.exe, tune your dedicated server. When you're done with server's settings tuning - simply launch your server from General server screen. Future Plans Live log viewer - ability to see .rpt log updates in realtime; Task manager - launch multiple server instances at once; Mission Voting settings; Bugfixes, UI redesign, 100% test coverage, refactoring... 🧐 Feedback If you have any suggestions, localization errors, bug reports or feature requests - feel free to contact me via PM or create an issue in the repository - Issue Tracker. Links Github Repo Screenshots
  6. Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Arma 3 Aegis is an unofficial expansion centered around the vanilla game's 2035 setting. Along with new factions, weapons, vehicles, and gear, Aegis provides a platform update that overhauls several weapons and vehicles to make them more authentic to their real-life counterparts, while remaining loyal to their Armaverse depiction. Aegis is actively updated, with new content being added frequently. Arma 3 Aegis is currently in its beta stage, some content may be work in progress, removed, or yet to be implemented. Art by Mr.Mustache Art by Pheasant-One Credits Content Steam Workshop Discord Patreon
  7. Detachment One is a North America based Arma 3 unit based on MCSOCOM Detachment One. We are extending an invitation to skilled personnel interested in running operations of the following types: Direct Action Special Reconnaissance Special Activities The atmosphere at DetOne is more relaxed, as we have all been a part of previous milsim units. No need to report in, finish statements with “Sir!” nor address members by rank. We have a Teamspeak 3 and Arma 3 server and primarily use TS3 and Discord for communications. Events/Operations The main operation takes place on Saturdays at 9PM EST Other events and training may take place weekly or as determined. Our servers are online 24/7 with the exception of maintenance, so our members can additionally gather/play at any time. https://youtu.be/nAIed1M4a9g Requirements: Minimum age of 18 Teamspeak 3 with Microphone Fluent in English Arma 3 installed Good overall fit for the unit Open Roles: Direct Action Element Member SARC – Special Amphibious Reconnaissance Corpsman Aviator, 1-160th SOAR The unit also has a “Fires Element,” where members can serve roles of: Machine Gunner Infantry Assaultman Mortarman Candidates will undergo an Initial Skills Assessment covering the followin criteria before acceptance: Land Navigation Radio Communication/TFAR ACE Advanced Medical Skills Room Clearing/CQB and POS ID ACE Explosives Further skills on the individual and team level may be trained and developed after entrance. To join or if you have questions, please message one of these members: Bezaleel DareThrylls Arondight
  8. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 1.0 F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot Nyx AA: INDEP > LDF > Anti-Air > AWC 304 (AA) REQUIREMENTS: ArmA 3 Development Build 1.94 or Greater You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  9. I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. Currently, it will put the crate in the nearest Zamak Truck (destroyed or alive). I need it to only pick the closest alive Zamak Truck. I've tried loads of different methods, but I'm now quite stuck. Please help! This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if ( count _ZamakTrans > 0 ) then { target = ( _ZamakTrans select 0 ); _lockIndexes = [ 2, 3, 4, 5, 6, 7 ]; { if ( ( _x select 2 ) in _lockIndexes ) then { moveOut ( _x select 0 ) }; } forEach fullCrew target; { target lockCargo [ _x, true ]; } forEach _lockIndexes; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; What I need is to pick the closest alive Zamak Truck, not just the closest one. (any advice/criticism on my script will be greatly appreciated.)
  10. What are the EL76_Logistics? This is a logistics mod package, which we have been using at Gametwitter for a long time, but now we want to make it available to the public. Why EL_76? Quite simply, because the mod developer in our clan is called that. Release Date? When it´s done | 2018 Are there dependencies to other mods? CBA_A3, ACE3 What does offer EL76_Logistics? 1. LCM-8 Landing Craft This landing craft offers you a real powerhouse on the water. The ramp can be lowered for the pleasant driveway of the vehicle or for entry of the infantry. The vehicle offers space for 16 soldiers and a driver on board. In addition, a vehicle can be added. 2. Floating Bridge These swimming bridges are powerful ways to continue on the path over water. Your pioneers will be pleased about this quality product. This makes it easy to put a pontoon bridge over a water hazard. So that they do not have to transport the bridges individually, we have supplied the good old MTRV from Arma2 as a transport vehicle. Thus you manage to transport five of these floating bridges in one go. 3. Faltschwimmbrücke (FSB) German Army In a very early stage of our development department are the so-called floating folding bridges. These offer you the full potential of a floating bridge. Since the topic of occupational safety is very important to us, there are hinged handrails. Thus, their vehicles and infantrymen can not take an involuntary dip in the water. 4. Powerfull Modules In order to be able to build up a high-performance logistics even with a shortage of staff, we have developed the GT_Support modules. These offer their mission farmers numerous methods to bring supplies to the troop.
  11. Okay so I have broken a script while trying to change the mod dependencies because I opened it in in notepad and I did not unbinarize it first. The good thing is I made a backup of the file but the backup is a txt document. How do I fix this? I have downloaded arma tools and I have some of mikero's tools such as derap but I don't know what i'm doing from here. Any help would be greatly appreciated! When I try to load mission I am receiving a message that says mission.sqm, line 0: '.raP': " encountered instead of '='
  12. I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. This would mean that the seats in the back of the truck would have to be locked and anyone sitting in the truck must be ejected from those seats. This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if (count _ZamakTrans > 0) then { target = _ZamakTrans select 0; { target lockCargo [ _x,true ] } forEach [ 2, 3, 4, 5, 6, 7 ]; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; All I need at the moment is to be able to eject people from the seats 2, 3 4, 5, 6 and 7. (any advice/criticism on my script will be greatly appreciated.)
  13. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  14. WINGS PRIMARY FEATURES Standalone 2nd Window Viewport of Aircraft Avionic Instruments in ArmA 3 ® Digital Clock, with In-Game/Real-Life time display Fuel Quantity Fuel Flow and Aircraft Exhaust Gas Temperature (EGT) Oil Temperature and Oil Pressure Instrument Vacuum and Amperage Airspeed, Attitude, Altitude, Rate-of-Turn, Heading, Vertical Speed and RPM indicators. Navigation Instruments including VOR1, VOR2, ADF Radio Navigation and Avionics Instrument Panel with support for COM1, COM2, NAV1, NAV2, ADF, DME frequencies with Morse Code Identifier Adjustable Dials, Knobs and Functionality to provide Realistic Flight Simulation Experiences Compatible with customActions to enable Button Input Functionality to Operate Panel Support for Night Vision Goggles and Panel Backlighting with 2 Colour Modes; Orange and Green Support for Saitek/Logitech Flight Panel Hardware, for multiple devices Integrated Mission Support via Mission Templates and PBO Addon File Create and Navigate between your own Airports via the Mission Editor! WINGS AUXILIARY FEATURES Built as a 2nd Screen Application for Customisable Flight Simulators Powered by ArmARedisDB; a fully functional and real-time speed Memory Database system providing accurate, reliable data results Customisable, gauges and solutions available upon request CONCEPT DESIGN SCREENSHOTS OFFICIAL TRAILERS ADDITIONAL CAPABILITIES In addition to our groundbreaking venture, we have been working alongside ArturDCS to create an additional 'key emulator' application based upon his well renown DCSFP suite. This application is a new, standalone version is built specifically for ArmA use and allows for users to operate the legendary Saitek Pro Flight equipment for use in Armed Assault..! Click Here for ArmAFP Github Repository! This will be packaged with the full release of WINGS. DOWNLOAD LINKS Click Here for Google Drive Mod Download! Click Here for Steam Subscriber Download! NOTICE: The download is available, and we expect changes, defects or errors as the project encounters various mod compatibilities. Please report them here or on the steam community workshop. Please ensure you read the readme.pdf CREDITS & SPECIAL THANKS Bohemia Interactive, inspiring simulation enthusiasts for generations to come! VolumeInfinite, Project Manager, Lead Designer, Lead Artist, Lead UI/UX Design Creedcoder, Lead Programmer 『BLANK』Programming Yax, CBA Input Programmer ArturDCS, Middleware Programmer Special Thanks to Doofer911 (their YouTube channel is available here) for their advice on implementing NAVAIDs into ArmA 3; an upcoming potential feature. Additionally, we would like to thank Crielaard, Firewill and Yax for their flight simulation support/advice!
  15. So I downloaded PBO Manager to try to make some custom textures for my arma group. I am following this tutorial for now: I downloaded all the applications he said he uses, and attempted to open the offroad_02_ext_orange_co.paa in PBO Manager v.1.4 beta. i get the following error: Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Application not found ************** Exception Text ************** System.ComponentModel.Win32Exception (0x80004005): Application not found at System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo) at System.Diagnostics.Process.Start() at System.Diagnostics.Process.Start(ProcessStartInfo startInfo) at PBOManager.PBOM_Explorer.Proc_ViewArchiveItem(TreeNode Node) at PBOManager.PBOM_Explorer.PBOM_Ex_Tree_OnContextMenuEvent(Object sender, PBOM_ContextEventArgs e) at PBOManager.PBOM_Context.ContextMenuEvent(PBOM_ContextMessage Msg) at PBOManager.PBOM_Context._MenuStrip_Open_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.7.3416.0 built by: NET472REL1LAST_B CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- PBOManager Assembly Version: 1.4.0.0 Win32 Version: 1.4.0.0 CodeBase: file:///C:/Users/WolfoftheWest/Desktop/Arma%20Modding/PBO%20Manager/PBOManager.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.7.3416.0 built by: NET472REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.3429.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- MWControls Assembly Version: 1.0.3.5 Win32 Version: 1.0.3.5 CodeBase: file:///C:/Users/WolfoftheWest/Desktop/Arma%20Modding/PBO%20Manager/MWControls.DLL ---------------------------------------- MWCommon Assembly Version: 1.0.3.5 Win32 Version: 1.0.3.5 CodeBase: file:///C:/Users/WolfoftheWest/Desktop/Arma%20Modding/PBO%20Manager/MWCommon.DLL ---------------------------------------- PBOManager.resources Assembly Version: 1.3.0.0 Win32 Version: 1.3.0.0 CodeBase: file:///C:/Users/WolfoftheWest/Desktop/Arma%20Modding/PBO%20Manager/en/PBOManager.resources.DLL ---------------------------------------- PBOLib Assembly Version: 1.4.0.0 Win32 Version: 1.4.0.0 CodeBase: file:///C:/Users/WolfoftheWest/Desktop/Arma%20Modding/PBO%20Manager/PBOLib.DLL ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- If i press continue, it just closes the error and nothing happens. I did install the PBO in a different directory other than the default, as i was keeping all of my files relating to modding Arma in one folder. it is currently within C:\Users\WolfoftheWest\Desktop\Arma Modding\PBO Manager
  16. About Us ST2 is a community wanting to grow, we rely on one another to get the job done, we expect our members to be respectful of one another, understand the chain of command, but most importantly, to have fun. We ask that those wishing to be apart of the community actively participate during training and operations. we want you to be able to come and hang out with the community during the week and enjoy your stay. Areas of Operation Our unit is based around a SOAR Aviation regiment and seal ground teams. Training takes place every Friday at 6:00 PM (CST) Operations take place every Saturday at 6:00 PM (CST) Who we are looking for We are looking for mature and respectful players who can work well in teams, and players who are active in the community and can make time out their day to come visit. Requirements You must be able to attend each Training and Operation throughout the week. If you are unable to attend and event, please be sure to inform us beforehand so we know how to organize the situation. Being mature, and respectful to others in the unit. Working Microphone. Teamspeak 3 client, with TFAR Radio. Mods Our Modlist can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1754638208 Where to find us If you are interested in joining the Unit, we have a Teamspeak and Discord server where you can contact us. TS: Swampgaming.ts.nfoservers.com Discord: https://discord.gg/pSRGpDG
  17. Can't add second transmission ratio for vehicle: class complexGearbox { GearboxRatios[] = {"R1", -4.97, "N", 0, "D1", 4.15, "D2", 2.86, "D3", 1.92, "D4", 1.35, "D5", 0.83, "D6", 0.63}; TransmissionRatios[] = {"High", 8.53, "Low", 5}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; transmissionDelay = 1; }; Nothing changes and can't find any hotkey's records. Syntax?
  18. Hi all, Some may remember a thread I created last year announcing a tool I created called the Arma Preset Creator, this thread has since been deleted as I thought to re-announce the latest updates and changes. The application was originally hosted in Azure, which I decided to migrate away from several weeks back, and I took this as an opportunity to recreate the application in Angular 7 as a learning experience, with a backend API. What is the Arma Preset Creator? I play with a pretty small community of players who often gain new players, some of those players a have a good technical understanding of PC's and using them - they are quite proficient, while others are not so much and therein lies a problem when an already simple process of subscribing to Steam collections and creating Arma 3 launcher presets isn't as simple as you'd think. Sometimes it can take 1-2 hours to get people up and running because they've either over or under subscribed to mods or they're running drifted presets. We used to tackle this by exporting our own presets and sharing them via TeamSpeak file browser, but that's a very manual job which has to be done every time there is a change to the server or client mod list, and so with that I thought "Wouldn't it be great if people could dynamically fetch presets based on the current collection state", thus the creation of a very simple application happened. This tool is written in both C# and TypeScript using the Angular 7 framework (though compiled to JavaScript), if you believe in the Richardson Maturity model for REST API's; I'd say this is at Level 2 with HTTP Verbs and Resources. Capabilities Generate Arma presets based on the following Workshop Collections Workshop Missions with mod dependencies Mods with dependencies Usage Consumers: What this does is simple, You enter a workshop item ID from the Steam Workshop The Preset Creator contacts the Steam API to fetch the workshop item details, and its dependencies (using ISteamRemoteStorage) The Preset Creator then renders a new Arma 3 HTML Template file and downloads this to your PC For typical/daily end users, you can access this tool via the website here. You will get to see why I work as a backend software engineer, rather than a frontend web developer. Developers: Previously this application was entirely written in C# and did not expose any API, however with the recent transition to Angular I decided to expose the API for any communities who wish to integrate this functionality on their own websites for ease of use. You can find a developer reference guide here, via Swagger. The API exposes two operations, one which retrieves the Steam workshop item information and the second operation is what generates the Arma 3 launcher preset file where you pass in the previously retrieved Steam workshop item details. At the time of creation, it didn't make too much sense to me to merge both of these operations in one which takes the collection Id and generates the preset, but I'm always happy to add such an operation if people think it's better. URLs: Arma Preset Creator Arma Preset Creator Developer Reference Privacy Notice: The API will log the Steam workshop item ID's used to generate presets, this is entirely to track usage statistics and also see the diversity between the types of workshop items which this application is used for. No personally identifiable information is, nor will ever be logged with this application, no cookies are used, and no ads will ever run on the website. Changelog: [02/02/2019]: Added HTTPS [12/12/2018]: Added support for workshop items whose dependencies contain dependencies. Gracefully, duplicates will be filtered at request time so only unique items will be pulled back which is results in lighter load on the Steam Web API Added integration tests (non client facing) to ensure quality and consistency with the API response when refactoring any of the underlying code. Tests added for the scenarios where a workshop item has No dependencies Top level dependencies Nested dependencies (The request resource has a dependency who also has dependencies) Nested dependencies with duplicates (The request resource has a dependency who also has dependencies, some of which are duplicated in the parent resource) [11/12/2018]: Added some error handling around workshop items which have no children dependencies, this will be rejected as there is no need for this utility to create a preset for a single mod without dependencies. Mods with dependencies will now generate correct presets, whereas previously the parent mod was not included in the final preset file. API reference has updated with a breaking change removing the ArmaPresetRequest and instead passing the SteamWorkshopItem object back into the Arma Generate Preset operation. I will add semantic versioning in the future to protect developers against breaking changes. [10/12/2018]: Presets can now be generated from missions and other workshop item types which have dependencies Workshop item dependencies which no longer exist on the Steam Workshop will be ignored/excluded from the generated preset, and also will not return from the '/api/steam/workshop/publisheditems/{publishedItemId}' operation As this application has been released, I have obsoleted (rather than removed) the '/api/steam/collections/{collectionId}' operation, developers should now use '/api/steam/workshop/publisheditems/{publishedItemId}'
  19. I created a mesh following the sample of Arma 2, I got the config from a flag of Arma 3 and I rewrote it and I used the model.cfg that gives me Arma 2, unfortunately the flag doesn't move I don't know how to solve please help . sorry for my bad English https://pastebin.com/2g6F7iFr Config.cpp https://pastebin.com/ZZZ3dqQF model.cfg
  20. Hello, someone knows how a trigger can be activated just when a sound ends? For example when a trigger starts a sound, i want when it ends, another trigger should be activated. I would be so grateful, thanks
  21. Branch: Realistic Mil-Sim Main Language: English Time: 21:00 (BST) / 9pm (Weekdays/Weekends) Operation Type : 24/7 Online Dedicated Server Discord: https://discord.gg/AtHvE6V Feel free to jump in the Discord group and let us know who you are and you can get to know the players. Black Wolves founding members are mostly of military background and bring that knowledge and expertise to the game so that we can run realistic operations. We don’t expect you to jump in and know exactly what you are doing, we will offer guidance, training and a good laugh! When running operations, we expect everyone to understand what they are doing and not going all RAMBO on everything. We are looking for those willing to learn the ropes. If you have questions just speak up and don’t sit quietly if you didn’t understand something. Available Roles: Strike Force Operators Requirements: Legal copy of Arma 3 16+
  22. Vertexmacht will use this thread to provide information about the future updates to the Creator DLC: Global Mobilization - Cold War Germany. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Global Mobilization make sure you visit our FAQ page.
  23. Djalka Islands WIP Thread In-game pictures, screenshots, wips, and demos will be posted down in the replies as I update the thread! Hello there! I'm Rhaonoa. Here I will present my personal and fictional representation of the South Georgia and Sandwich Islands, which is a snow/winter terrain based mainly on the South Georgia Island; with the slight modification of making it a habitated and populated place, to make things more interesting. Cities, military bases, villages, farms, factories, ports, and much more are going to be present in my rendition of this unique geographic area, hope you'll enjoy to join me in the journey of making it, and even more once it is released! Latest update: June 2nd, 2019. Project start: March 2nd, 2017. Map General Information and facts In this thread, I will try to keep a development diary and a place to know how the development of my project "Djalka Islands" is coming along. The island is based off of the South Georgia and Sandwich Islands, it is a fictional recreation set in an alternate reality, cause in real life these islands only have snow and mountains, no trees nor civilization. On the other hand, my version will contain flora and fauna, and also cities and military bases. The island size is of 1000km2, 32x32km. In real life, these islands are always under very cold and snowy conditions, there's only been civilization (a factory) for a very short period of time in reality but I believe that is no longer functional, currently in real life the place is completely empty, but that will not be the case for this fictional recreation! 😛 I decided to make this map as plenty of my friends and people I knew were telling me that ArmA needed more snow terrains, so here I will try to get it around and hope for the best! I decided to make the South Georgia islands is it was both something that could fill the gap for the lack of snowy terrains, and also cause it was a place I could feel identified with 🙂 I will also be accepting suggestions and ideas, or things people would like to see featured! For example, would you like to see a mine? Caves? Ditches and trenches? Just say so and if you want where would you like it aswell and it take a look at it and see what can I do! Project started: March 2nd, 2017 Current progress and features (currently Work In Progress, 5 days of object placement as of May 18th, 2019. -3x Military Bases -3x Factories -9x Cities -5x Farms -2x Ports -Many mountanious peaks that go from sea level to 590m -Sea approximately as deep as 300m -Distance from one corner of the map to the other: 32.6km -Custom snow ground textures -Current object count: 86,000 -A lot more to come as I develop, many things planned for the future! 🙂 Summary: Terrain sculpting & additions: 80% Object placement: 9% Detail placement: 5% Satellite imagery textures: 95% Ground close-up textures: 95% Roads & paths: Yet to be decided Surface masking: 95% Current release status: In intensive development, not fully fleshed out nor fit for playing. Unreleased. Release date: SoonTM Future requirements upon release: CUP - Core, by the Community Upgrade Project development team Special thanks & credits: -BPS and PTR for their permission to use their winter vegetations -ArmanIII for his permission to use his winter vegetation and his helpfulness -Community Upgrade Project team for their conversion of the ArmA I and II assets to ArmA III -Snake Man, Lappihuan and M1lkm8n for actively helping and answering questions I've had in the Discord #terrain_makers channel! -The ArmA III #terrain_makers Discord chat, and all the help and support from diverse community members -XCam for their amazing tool -Adanteh for ObjectPlacementTBH, awesome tool and really useful! -HorribleGoat, Mikero, Ice, & bludclot for being really helpful and giving me a lot of pointers to make this terrain possible! -M1lkm8n for very specific help and lending a hand into sorting things out and fixing issues, really awesome guy, owe one to him! -Bohemia Interactive for this opportunity to make our own content, and for such an amazing game! So yeah, I'd be glad to hear what you guys think, what you guys suggest and your ideas, or anything, just discuss as you'd like, hope this interests some of you! Soon it will be a place for combat and many adventures! 😛 Thanks you for your time and for visiting my thread! 🙂 Kindest regards and best wishes, -Rhaonoa, R.G., K9S.
  24. SOG is a North America based Arma 3 unit modelled after the Special Operations Group within the CIA Special Activities Division. We are extending an invitation to personnel interested in becoming Paramilitary Operations Officers, running operations on a different level than typical fire and maneuver combat performed by infantry units. The atmosphere at SOG is more relaxed, as we have all been a part of previous milsim units. No need to report in, finish statements with “Sir!” nor address members by rank. We have a Teamspeak 3 and Arma 3 server and primarily use TS3 and Discord for communications. Events/Operations The main operation typically takes place on Saturdays at 9PM EST Other events and training may take place weekly or as determined. Our servers are online 24/7 with the exception of maintenance, so our members can additionally gather/play at any time. Requirements: Minimum age of 18 Teamspeak 3 with Microphone Fluent in English Arma 3 installed Potential Paramilitary Operations Officers will be assessed on the following basic criteria before acceptance: Land Navigation Radio Communication/TFAR ACE Advanced Medical Skills Room Clearing/CQB and POS ID ACE Explosives Overall fit for the unit Further skills on the individual and team level may be trained and developed after entrance. To join or if you have questions, please message one of these members on steam: Board__Gamer DareThrylls Arondight Join us on Discord!
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