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  1. (sorry if this is in the wrong place I made an account just so I could ask about this I'm losing my mind with this issue) Ok so I'm literally so desperate I cant find any help apart from two obscure reddit/steam posts which have something I can do but its a last ditch effort. (high end pc, nothing to do with my performance; cpu: r7 7800x3d gpu: 3070 ram: 32gb 6000mhz ddr5 ssd: 2tb 7400mbps nvme drive) So my issue is that when I'm in menus, my displayed fps (according to Nvidia, steam and msi fps counters) is 200+ yet my screen is displaying like less than 5 and sometimes I don't even get 2 fps. It mainly happens in the menus and I can actually select things by alt tabbing, putting my cursor over the option, tabbing back in, pressing the button then redoing that cycle every time I want to select something. In arsenal (ace/virtual) my fps once again says 200+ but displays extremely low, it fixes when I look at the sky however not helpful when I'm trying to make a kit for my unit/just use the arsenal for anything. I've tried changing tons of parameters, tried profiling branch, main branch, system memory limits, hyperthreading blah blah just pretty much all settings in the parameters and all memory allocators. The last ditch effort things were to reinstall arma and clean install windows 11. Both of those I am willing to do however I'd prefer to not have to. I accidentally reset arma somehow and it fixed itself, however it removed all my binds etc. I am wondering whether it was shader caches or something idk but this is why I'm asking. A couple things as well: - I am in a unit and mainly play with a lot of mods HOWEVER nobody else in the unit has these issues and also the issues happen with 0 mods, 1 mod whatever, it just always happens -At Christmas I basically built a new pc (same drives as old one, just unplug and plugged into new pc) and then I got a new drive a month later, reinstalled arma onto that drive and didnt work. -Windows 11 hasn't been reinstalled since i made new pc -Doesnt happen on any other games including games on this same drive and happened when arma was on my other drive aswell. - i have reshade but once again it used to work fine now it doesnt and other people have my same preset and worse pcs, it works for them. any help at all would be really appreciated!
  2. NOTE: 2.16. PROF/PERF up! you don't need a new client on the PERF/PROF server! there is a branch on steam you may use, but beware that sometimes data on Dropbox are newer due to manual build e.g. on weekend: Servers (down, up only if needed): PERF = STABLE branch compatible, no debug layer, no #captureFrame nor diag_captureFrame PROF = STABLE branch compatible, with debug layer, with #captureFrame / diag_captureFrame possible server fps increases and clients may experience higher fps too downloads
  3. Dear creators of DayZ. First let me say I play your game and I am realy enjoying it. You have done best job for this kind of survival postapocalyptic online realistic game. I have been fallowing you since Operation Flashpoint what was the best military simulator for me. Thank you for all your hard work 😉 I woul like to give you some suggestions for the future update: FOOD: Meet and fruit shall rotten in a time. I would simply add this behavior to already existing slider of content ammount. (Baken food shall rotten in slower peace) MOVEMENT: Every player I meet in the game is default running. Never have I met the player who is walking around the country. What I think is more realistic. Not everyone is super maraton athlet. I would add more pros to player who is realisticly walking. Like a bit better vission. More ready state stamina for sprinting. Some objects like mushrooms shell be visible from walking pace. And more stuff shall be "found able" if you dont rush. Thus you dont go running while carefully looking around you, arent you? Also learn players to enjoy the scenery. Not just "run for the guns" playstyle. If you prefer to run. I would add a bit blured vission on corners of the screen. And have a less power to sprint after long run. I woul find it more realistic and enjoyable. In real life I do a lot of running so I know how it feels. SOUND: Hearing foot steps from hen animal shall be removed or use different sound. ANIMALS: I would add some dangerous animals into the game. I think this would had a big deal in apocalypse. Like a wolf packs in the woods. Snakes. Hornets. You name it... So you have more to be affraid of. (And after some time thay shall conquere the towns as well.) Other than that? Your game is simply the best. I love the sound you made for everything. Animations are great. Possible social interaction with other players is well done. The stories you can experience with other people on every life is great. Graphic is astonishing. So thank you again for good job. If someone finds my conclusion interesting please let me know. Best Regards Filip Roszka
  4. So my request is simple, how can i know the total deaths during the battle? like a scoreboard for blufor, opfpr, ind, civilian etc, and of course including zeus units (like the deaths also counting for units spawned during zeus for each faction), is there anything im missing in the features or is there a mod or a way to do this? any help is highly appreciated
  5. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  6. Miroslaw Kowalski

    AWC Arms Release Thread

    The ArmA Warfare Cooperation is proud to release the first version of its AWC Arms addon. What is the ArmA Warfare Cooperation? The ArmA Warfare Cooperation (AWC) is a cooperation of multiple german clans focusing on tactical, immersive and realistic ArmA Gameplay. We share a modset and a TeamSpeak 3 Server. Why have we created this addon? This weapons addon was created by some of our members to get some weapons ingame that make for a good variety in the weapons we can choose from and therefore the roles our members can fill in. Addon content: McMillan Tac-50 A1-R2 (3 colors: black, tan and olive) AAC Cyclops .50 caliber suppressor (3 Colors: black, tan and olive) Desert Tech SRS-A1 (chambered in .338; 3 Colors: black, tan and olive) Enhanced M14 Rifle featuring a rail system allowing for a configurable weapons platform (2 Colors: Wooden, Olive; this is a modification to the ArmA 2 M14 model) Magazines and Ammunition for all the weapons Download: https://drive.google.com/open?id=0B-RvJkmk8dpyaDJ4aVpCaXZWdnM Requirements: CBA (optional) SMA - ArmA shows a message that it is needed but it is only for the m14 which i configured to be able to load SMA Magazines Screenshots: https://imgur.com/a/EJHn5 ToDo: maybe some new weapons (if you have some wishes we'll consider doing them ;) ) Credits: [ARES] Miroslaw Kowalski - Modelling, Texturing and Config writing [ARES] William Porter - Testing and Screenshots The rest of the ArmA Warfare Cooperation for their advices and kind words B) And of course Bohemia Interactive for their awesome game and the awesome assets they provide for their community
  7. I would like to present my compilation of various improvements for ArmA: CWA made by different authors. It is conceived as a complex universal compilation of works by various authors, which do not introduce drastic changes into the game, but make it more modern and increase the replayability of old missions and campaigns, as well as allowing you to complement other mods. The compilation includes not only long-known releases, but also their improved versions, a selection of game elements from various addons and mods adapted for the base version of the game, as well as rare and some new additions. Among other things, here you can find a large selection of various retextures of standard models of vehicles, weather, roads, effects and other things, Nogova with Berghoff's vegetation, high-quality Kolgujev retexture from Marcomio and, probably, the most interesting - standalone-pack of detailed models from ArmA, replacing their standard counterparts. All these works are collected together, classified, illustrated, adapted to each other and ready for an easy and convenient installation. For this purpose, the assembly is released in three versions: two ready-made (full and optimal) and one that allows you to manually assemble it to your taste and needs (for experienced players and developers). It is recommended to pay attention to the accompanying files - they often contain useful information, as well as not to neglect the video and sound settings - they can significantly affect the final result. I will be glad to feedback, criticism, bug reports, suggestions for expanding the compilation. I have no doubt that I missed some work that could be included in it, and definitely did not notice any bugs, so feedback is welcome. Link for screenshots and download: https://drive.google.com/drive/folders/1O10-c-Kb83sTjWGTVXWFcYmtZa6GTlkM?usp=share_link
  8. So, I used the following code to add cruise misssles to aircraft: this addWeaponTurret ["weapon_VLS_01",[-1]]; this addMagazineTurret ["magazine_Missiles_Cruise_01_x18",[-1]]; If the Code is added to like a rhino MGS or something it works fine, but if added to eg. the Gryphon when trying to lock on to the laser it just has the 4 corners around the laser but doesnt actually lock it.
  9. I'm part of a UKSF unit leading Induction and Recruitment while also helping with training. We're strictly 18+ so very mature group of people from all over the world. Our average age would currently be 24+ At present we have 30+ members, and that number is growing, so we all get to know each other very well. As a unit we have been operating for 4 years now and we are not stopping any time soon, so all very seasoned Arma 3 veterans. At present we are exclusive to Arma 3, no plans to move to Reforger. We are ambitious though, so we plan on transitioning to Arma 4 when that becomes available. We focus on mil-sim realism and team play with a huge emphasis on the team play and coordination. We have training at 1900hrs BST every Wednesday, with optional workshops throughout the week. And operations at 1900hrs BST every Sunday During the downtime we have a lot of other events for other games going on throughout the week. such as DayZ, HOI4 and much more. Current mods include the best that comes to Arma 3 such as: RHS, CUP, ACE, KAT Medical, 3CB and much more, with all mods being optimized for our equipment available to us at any given operation and training session. If this is something you may be interested in, you can find more details on our website, plus a join link for our discord if you wish to join us. Our Website!
  10. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  11. My mate has had an ongoing issue for over a year with "The cloud file provider is not running." showing up on his screen whenever he tries to launch his game from the launcher, he has no mods and had the same issue with DayZ. He has OneDrive disabled which seems to be the problem for most by looking at the steam community and reddit although hes only disabled it recently after finding out it was an issue (and unneeded) 😂. We've seen some replies saying that its much easier just to reset your pc than to delete OneDrive entirely and obviously we'd rather not have to do this. Any help is good, just really want to get into the game! https://drive.google.com/file/d/16eD7HyXL0jXHzRBvsq3cRCuRmjqPBJ6s/view?usp=sharing
  12. Hi, let me start off and say that this has been a journey. I've been able to finally figure out most of the cost table stuff besides a few things. been trying this off and on for a couple years now, and each time I've given up until now. Lets start off with the basics: 1: Generating a cost table on the Wiki you can read into this, but ["A3_Characters_F_BLUFOR", "A3_Soft_F_MRAP_01"], "ods"] spawn BIS_fnc_exportCuratorCostTable; is the example they use that is supposed to create a paste-able table, but when you run this code, or atleast when I did, I recieved an error. Turns out the code on the wiki is wrong, and it requires an additional open bracket to complete the line of code. So it should look something like this I highly recommend using any script-supported text editors like notepad++ [["A3_Characters_F_BLUFOR", "A3_Soft_F_MRAP_01"], "ods"] spawn BIS_fnc_exportCuratorCostTable; - You may interchange A3_Characters_F_BLUFOR and A3_Soft_F_MRAP_01 with any other addon Cfg Patch name. ex: "JLTS_characters_DroidUnits" (quotations needed for each Cfg.Patch) If you don't know how to find Cfg Patch names: In Eden Editor go to "Tools" in the top left, then "{} Config Viewer". Locate by scrolling "CfgPatches". Here you will find all CfgPatch names. Scroll through and search for any that have a unit you recognize from an addon https://imgur.com/a/fFjBBsQ insert each CfgPatch name with quotes into the above code. ex: [["JLTS_characters_DroidUnits", "JLTS_characters_DroidArmor"], "ods"] spawn BIS_fnc_exportCuratorCostTable; In notepad++ or whatever you use, save as init.sqf if you haven't created a mission yet or want to start fresh, start a new game and save it named as whatever you want. Locate that mission folder in C:\Users\"x"\OneDrive\Documents\Arma 3\missions and open it. Copy and paste the init.sqf you just created into the mission folder. (you can use the init.sqf for other scripts too so keep that in mind) open the mission through the editor and it can take anywhere from 30 seconds to 15 minutes, depending on systems and what you are generating. (This morning it took me 30 seconds but last night it took anywhere from 5-15 minutes) Once the mission loads, alt tab, then as per the wiki: I recomend OpenOffice Calc, I got it for free, but if you use Excel change out "ods" for "xls" Just Ctrl + V the first box and boom. You have a generated Cost Table for all of your addon units that haven't been configured for zeus. Change whatever values you want in the system, then follow the prompts from the wiki. So an example of this would be: https://imgur.com/a/IHxgivx Now we need to open up init.sqf with our notepad++ or whatever you use, and remove the previous code that we used. in my example, I would Ctrl + C JLTS_characters_DroidUnits, and paste it into init.sqf. Go to the next line and repeat for JLTS_characters_DroidArmor. The init.sqf will look something like this https://imgur.com/a/haPjjwg (NOTE: the notepad is titled new 1, that's because my init.sqf is full of testing code right now. Make sure you have init.sqf as the name.) I recommend we combine the two into one variable, as this is meant to be for the same zeus and it makes typing the final code out easier. so taking my example code, in the next line input: _CIS = [_JLTS_characters_DroidUnits + _JLTS_characters_DroidArmor] (_CIS can be any variable you decide) this makes the value _CIS equal both variables. Finally, we move on to importing it back into the game. To my understanding, the final code on the next line should look like this: [master_zeus,_CIS] call BIS_fnc_curatorObjectRegisteredTable; (master_zeus can be any variable named zeus) https://imgur.com/a/To2no40 My issue is for anyone who might understand: I don't get any errors, but none of the units become available to use, when before the units showed up in zeus, just had incorrect costs. After running this command, any available units before are no longer available (I have Game master set to addons present in scenario). Why are they disappearing from my zeus's ability to purchase/place them? My final code looks like this: https://imgur.com/a/hIJu7Z1
  13. Hi! I am the creator of mods: Some video showcase: (yt https://www.youtube.com/channel/UCzH5xr1B46LITU6w-fGfD3A) Here you can leave any suggestions and wishes for changing something or adding something!
  14. Hi, im new at this Forum. I have used the search function but dident find anything what is helping me. I ask me if it gives a way to encrypt the .pbo file. That just People that i wand can open it. I wand to encrypt them to safe my work. It gives things then skins or scripts that i dident wand sharing. And normal each user ther gomes on the server downloading the mission file, and he can open it. I wand to encrypt them that the user diden`t can open it. Gives it a way to encrypt the .pbo or is there no way? I hope you understand me and sry for my ba english
  15. Unit name: 1st Force Reconnaissance Company Time zone/location : EST/BST Saturday 3 PM EST / 20:00 BST - Weekly Event Sunday 2 PM EST / 19:00 BST - Weekly Event Game mode preference : Mil-sim/Authentic/PvP & PvE Contact us @: https://discord.gg/TrRzFN8q Website address:https://sites.google.com/view/1stforecon/main-page?authuser=0 Short description: We are 1st Platoon of 1st Forecon, a modern Arma community counter point to the real world unit. We enjoy playing Arma to the best of our abilities and the best of the games abilities. This means structure and tactics, yes, we have a rank structure, no, we do not incorporate saying "yes sir" or "no sir" or any of that, but we do believe in respect and following a chain of command. Our goal is to play as realistically as we can since we do try to attend PvP events. No matter what at the end of the day it is a game, and we do treat our members with the same curtesy as we would give ourselves, i.e. your life comes before your online unit. That being said, we do wish to invite members who will attend events, show up to trainings, pay attention, learn, ask questions, present themselves properly, and incorporate what they have learned in trainings properly into the events/campaigns. We hope to gain a larger community of members who have the same goals to be professional, proper, and proactive. If you wish to join us, look up our discord and become a Trainee at any point and someone will reach out to get you inducted, from there you will proceed through a BRC (Basic Recon Course) where you will learn the basics of our SOP. (Standard Operating Procedure) After attending a few trainings and events and showing you will be an active and attentive member of the unit, you will go through an Evaluation where you will be expected to lead a small group of Marines to complete an Objective while fighting active members of the unit as an OPFOR, if you pass, you will become a full fledged member of the unit. Obviously from there our standards go up a bit, we expect you to be even more professional and presentable in order to make a good impression on any incoming trainees. We hope to see you learn and grow with everyone and perhaps take on more professions within the unit. There are a few different specialties to choose from: 0307 - Expeditionary Ground Reconnaissance (EGR) Officer 0317 - Scout Sniper 0321 - Reconnaissance Marine L11A - Fleet Marine Force Reconnaissance Corpsman L02A - Fleet Marine Force Reconnaissance Independent Duty Corpsman 7513 - Pilot, Helicopter, AH-1Z/UH-1Y 7523 - Pilot VMFA, F/A-18 Qualified Language: English
  16. Hi ! I want to know if it is possible to import mods from another game (Call to Arms) to arma 3 ? Edit 3D models, configs, animations and templates and make it for Arma 3.
  17. Please please please bohemia you need to sort out being able to ban xbox players. It is sullying the experience for many people. Allowing the, although few, players who keep on trolling by Shooting out tires on supply trucks/destroying vehicles at spawn hindering match progress, and now, with free building, using up supply's at the start of the match too stop progress. Also using grenades to TK at spawn and then themselves respawning to avoid negative ranking to avoid a temp ban. Spamming proximity and radio with nonsense and racist comments, spaming text chat with racist comments. Please do something or at least update us on some progress to fix this issue. You will lose players otherwise and with the limited amount of people playing I don't think you can afford to lose many. Today I hopped on, as soon as I joined I noticed a players name and knew the match and matches thereafter would be filled with trolling and greifing. I knew that once that player would be temp banned eventually he would just return with on of his many alt accounts, of which I have captured video evidence of from a previous match. The guy then when on an alt and did the same stuff to the opposing side. The same game there were at least three people actively tolling and greifing make gameplay pretty much impossible. Fix it it.
  18. ARPI brings up 700 items to improve military roleplay and immersion in Arma 3. With ACE3 and CBA, some items have functionalities. STEAM-WEB-LINK: ARPI - ARES Roleplay Items VISION and PHILOSOPHY Our vision is to enable the Arma 3 player to tell stories by themselves with independet manipulation of arma environment. We want to spare micromanagement capacities of the ZEUS in extensive roleplay-missions and enable storytellers to increase immersion via filling missions with items. ARES RP Items [ARPI] brings up over 700 items to improve military roleplay and immersion in A3. With ACE3 and CBA, much items have functionalities or can be combined to become usable. Items are for example : Food, Tools, Electronical Equipment, Loot, ID's, Documents, Money, Boxes, Knifes, ComRadios, Contraband and other stuff. The main aims of this mod are: reduce telling and hint-work of zeus with self explanatory items supply missionmakers with mission-relevant items enable the player to physically affect the arma environment provide a messaging system with players and virtual identites (NPC) enriching the immersion of operations, for example "checkpoint simulation with regular civil items and contraband" improve battlefield roleplay with military survival items, things you can find on killed combattants supported language: english and german Basic function via ACE Interaction hint and sound for the used activity, read-and hearable in 15-30m range of the user hints can be seen by admin and zeus globally (zeus will be informed about relevant activities) Advanced functions Some items can manipulate the environment (knive can kill, chainsaw saws trees, machete chops bushes, s.o. ) Survival System with modules for diseases, combinable scrap, water-system and filthy insects. Some Items can reduce or delete the effects of the modules Some items can place objects, such as tents, campfires, security equipment, s.o. Some items can detect variables in objects, for example geiger counter, chemsniffer or RFID Detector (see item list for variables) Requirements: All Functions require CBA3 and ACE3! It is possible to deactivate the ACE3 functions in your init.sqf by adding: AR_InteractionsEnabled = false; Place relevant modules in the editor to use Global Interaction System, Trading System or other systems. Restrictions: No reuploads on Steam allowed! No not never! Montarization in any means is definately not allowed! Its a free mod for the community! Useage on monetarized servers is not allowed. If you want to rip/change/host these files to include them in your local clan-repos, thats ok for us If you want to change or implement something, talk to us! We can make an improvement in the next official version together. Future plans: New Items, Sounds and Functions will be added Classname list and descriptions: https://drive.google.com/file/d/1ZDv3wELtrvSb2nfGhuIKXhr8fpBY5C50/view?usp=sharing
  19. Now for the Armaverse: High performance single-seater for all you racing nerds out there. Ingame Screenshots: Data: - Formula Arma Open-Seater - 1.6l V6 Hybrid with automatic control of the electrical power - 950HP in total Will include: - Several liveries fitting to the Teams of the Karts DLC plus more liveries to choose from - Working Dashboard - Animations - Paintkit - Soundset I am working in my free time on this, so it could take a while. More screenshots here: https://imgur.com/a/Aq8eH Cheers!
  20. Hello everyone i just installed Arma 3 yesterday (again) The problem: When i want to join a server it says: "you are running are running a different version of Arma3 use version 2.08" So on the right bottom the client says im running version 1.8. So i just downloaded it yesterday and it downloaded an old version. Steam doesnt update it. What i tried to fix this: - Searching on google (found nothing that can fix this) - Set arma3 on development build in properties - Reinstalling arma 3 - Restarted steam few times (maybe it would update arma but no) Laptop info: MacBook Pro (13-inch, 2016, Two Thunderbolt 3 ports) Processor 2 GHz Dual-Core Intel Core i5 Memory 16 GB 1867 MHz LPDDR3 Video Intel Iris Graphics 540 1536 MB
  21. So after many years away from Arma I have decided to take up modding again, and as a refresher project I have decided to make a US Embassy Building and the surrounding compound. This isn't based on any specific embassy and has to be kept within a scale of what will run well in arma - so is quite small by real world standards (though i guess kinda big by arma standards) but i'm hoping it would fit against many backdrops and offer somne opportunity for interesting scenarios Currently the main building is in game and some basic features have been implemented, but there is still much detail, features and fixes to complete - here are some screenshots and video though 🙂 Current model in game and some features: Still work to be done 😄
  22. Error i started getting earlier today i verified and still no change
  23. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Add all addons to zeus In the slz_settings.sqf, you can set slz_addAllAddons to true (default) to activate all available addons. Changelog v.1.7 CHANGES - slz_addAllAddons variable added - if it's set to true (default) all available addons will be added to the mod curators v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox - Armaholic (outdated) Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  24. Dear Arma community, I'd like to share some of my knowledge regarding the ACE3 Sniper mechanism here. I know there's been lotta ACE3 Sniper Tutorial or Guide out there and you guys probably have been playing as ACE3 sniper for long time. But i just wanna highlight some important things that have always been forgotten by the players when they play as snipers which hinders the precision shots to be delivered. Yes, some players are still doing it wrong and their shots tend to fly too high or too low off the target :( #NoOffense Therefore, i'm trying to give you some easy instructional steps on how to play as a professional ACE3 Sniper and shoot like Real Military Sniper in Arma 3. If there's something needs to be added, changed, or fixed, just let me know. The steps written in Blue are the things the players most likely already know. And the steps written in Red are the things the players usually keep forgetting. Alright then, let's get it started now! To become a badass ACE3 Sniper, all you gotta do is follow these 12 Easy Steps: 1. Determine what kinda battle you’re going to engage & what type of shot you’re gonna take: a. MTE (Multiple Target Engagement) → this really requires fast shooting at many moving targets. “One shot one kill” shooting & Long Range Shot are not really a neccessity so Precision & Accuracy are usually less required. b. HVT (High Valuable Target) assasination → this really requires “one shot one kill” shooting! Mostly Medium & Long Range Shot are required. Precision & Accuracy are really required! c. HC (Hostage Crisis) → this really requires “one shot one kill” shooting! Short Range Shot are required (100 m below). Precision & Accuracy are really required! 2. After that, you conduct a Loadout Selection correspondig to the type of battle you’re gonna engage. While choosing a weapon, you must focus on its Precision Level (Shot Group/Shot Dispersion), Accuracy Level, Maximum Effective Range, Rate of Fire, & Damage (it must fit the type of shooting you’re gonna take). You have to do some thorough analysis on the rifles & bullet you're going to use! You always gotta measure rifle true performance by analyzing their shot-group (shot dispersion)! In Sniper World, Precision & Accuracy really matter a lot >_< Precision & Accuracy will greatly affect the Probability of Hit. You gotta understand what Precision & Accuracy really mean. The Precision & Accuracy of your loadout will totally affect your shots. There are 5 Types of Rifles (based on their Precision level) which you can choose: 1) Benchrest Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 0 MoA - 0.23 MoA (0.00 inch - 0.23 inch at 100 yard) --> this rifle is extremely very accurate! :) it's good for HVT, HC, & MTE shot. 2) Precision Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 0.25 MoA - 0.76 MoA (0.25 inch - 0.76 inch at 100 yard) --> this rifle is very accurate! :) it's good for HVT, HC, & MTE shot. 3) Sniper Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.00 MoA - 1.53 MoA (1.00 inch - 1.53 inch at 100 yard) --> this rifle is accurate! :) it's good for HVT, HC, & MTE shot. 4) Designated Marksman Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.78 MoA - 2.30 MoA (1.78 inch - 2.30 inch at 100 yard) --> this rifle is pretty accurate but not good for precision shooting! :( it's good only for MTE shot. 5) Assault/Battle Rifle --> Shot Group / Shot Dispersion / Extreme Spread size is bigger than 2.54 MoA (2.54 inch at 100 yard) --> this rifle is not accurate & not suitable for precision shooting at all! :( it's good only for MTE shot. Benchrest, Precision, & Sniper Rifles have small/tight shot dispersion which gives them much higher probability of hitting the target. Here's the example of Precision Rifle (with High Accuracy & Long Range Capability) in Arma 3: As you can see in those pictures above, M40A5 rifle (from Dagger mod) is insanely very accurate! At 100 m (its zero range), the 40-shot group size is very small. At 850 m (its max effective range), the 40-shot group size is still relatively small too. This is the type of rifle you wanna use to snipe in Arma 3! Here the things which are gonna affect your Loadout Precision & Accuracy (you gotta consider these while selecting a loadout): a. Cartridge & Caliber Selection - 5.56x45mm Nato (.224 cal) → for short range (100 – 400 m), has small damage (more like varmint hunting cartridge, it takes couple of shots to kill a man). It’s more like a battle-rifle cartridge but some soldiers use it as designated marksman cartridge. - 7.62x51mm Nato (.308 cal) → for medium range (500 – 800 m), has pretty huge damage (can kill a man in one shot). it fits the MTE, HVT, & HC shot. - 300 Win Mag (.308 cal) → for long range (900 – 1100 m), has huge damage. It fits MTE & HVT shot, but not the HC shot (coz it could hurt the hostage as well) - 338 Lapua Magnum (.338 cal), 50 BMG (.510 cal) → for extreme long range (1200 – 1600 m), has very huge damage. It fits HVT shot, but not the HC shot (coz it could hurt the hostage as well) and not the MTE shot (coz the cartridge is too heavy and the recoil is hard to control) - 375 CheyTac (.375 cal), 408 CheyTac (.408 cal) → for super extreme long range (beyond 1600 m), has very huge damage. It fits HVT shot, but not the HC shot (coz it could hurt the hostage as well) and not the MTE shot (coz the cartridge is too heavy and the recoil is hard to control) b. Action Selection - Bolt Action Rifle → it mostly offers more precision and accuracy but it definitely lacks of Speed & Rate of Fire. This obviously fits HVT & HC shot! - Semi-Auto Rifle → it definitely offers more Speed & Rate of Fire but it usually lacks of precision & accuracy. This obviously fits MTE shot! c. Barrel Selection, Stock Selection, Trigger Selection → choose whatever gives you more precision & accuracy (these actually don’t matter in Arma 3 coz they come within the rifle so you can’t really costumize them, but they really matter in real life!) d. Scope Selection → pick High-Power scope for HVT & HC shot, pick Low-Power scope for MTE shot! Always use scope with Miliradian-based reticle (dont use duplex reticle coz it’s useless)! Scope with Miliradian Ballistics reticle (like Horus reticle) is even better coz you can use it to Mildot Holdover all the time very easily (no need to dial the adjutment at all). RHS Mk4 M5 scope (from RHS mod) has Horus H58 reticle which allows you to do Mildot Holdover fast without ever needing to dial at all. And Make sure the scope is perfectly zeroed at 100 m! e. Attachment Selection → Bipod & Muzzle brake is a must for Precision & Accuracy! Bipod will steady your aim & Muzzle Brake will reduce the recoil. Suppressor is optional (use it when you need to stay stealthy). f. Ammo selection → choose some Match-grade ammo (which has high Ballistics Coefficient, optimal Muzzle Velocity, & awesome Ballistics performance)! Make sure you really got the right ammo magazine loaded in the rifle receiver! Coz sometimes players mistakenly load their rifles with the wrong/different ammo (still thinking it’s the right ammo), shoot it, & then the shot trajectory becomes completely different lol XD 3. Always equip yourself with AtragMX (a Ballistics Calculator), Kestrel 4500 (a pocket weather tracker), & Laser Range Finder → These 3 items are very important to calculate the firing solution! Without them, you guys will never be able to shoot long range accurately. So always carry these 3 items in your vest or in your backpack!!! 4. Zero your Rifle at 100 m and confirm the true 100 m Zero (make sure no offset at all!) → Spawn a target at 100 m and take couple of shots at it. You’ll see your shots are low or high. Yup ACE3 100 m zero is always 0.3 Mil – 0.5 Mil low or high (depends on your current loadout) so you gotta make an adjustment for your 100 m zero by dialing 0.3 Mil – 0.5 Mil up or down and then set it as a new 100 m zero. Do this through ACE Self-Intercation menu (Click & Hold the “Left CTRL + Windows” key, drag your mouse to the “Equipment”, then to the “Set Zero Adjustment”). You gotta make sure your 100 m zero is really spot on (not high or low at all)! After doing that, i guarantee your 100 m zero will become really spot on! Lotta ACE3 players don’t do this which always causes their shots to become low or high >_< Why you gotta zero your rifle at 100 m (not at other distance)? coz 100 m zero is easy to do & very stable! 5. Measure the True Muzzle Velocity using the “Chronograph” or calculate it yourself → in Arma 3 you can use a "Chronograph" by spawning a Steel Target right in front you (at 0 m), shoot it directly and it’ll tell your remaining velocity! You always gotta measure the True Muzzle Velocity coz your Muzzle Velocity is always changing corresponding to Powder Burn Rate, Temperature shift, and the Barrel Length. Plugging the wrong Muzzle Velocity into the AtragMX will always give you wrong firing solution & cause your shots to be low or high off the target >_< ----------------> Shooting my rifle directly in front of a Steel Target will inform me about its Remaining Velocity (which is the true Muzzle Velocity) ^_^ this "Chronograph" is actually an exclusive feature in "360 Degree Training Course" mod created by Ruthberg (the Author of ACE3 Advanced Ballistics). If you really can’t measure the true Muzzle Velocity with that “Chronograph”, then you gotta find it by asking the Weapon Mod Author or using the Config Viewer in Eden Editor! Config Viewer will help you find the Muzzle Velocity. But the Muzzle Velocity you see in the Config Viewer is actually the basic MV (it only applies at 21°C). Don't forget that MV is constantly changing corresponding to Air Temperature!!! So at other temperatures higher than 21°C, the MV will shift higher than the basic MV (+1.5 mps per 1°C shift). At other temperatures lower than 21°C, the MV will shift lower than the basic MV (-1.5 mps per 1°C shift). So you still gotta calculate the True Muzzle Velocity yourself with this table: Muzzle Velocity Shift -26.55 mps -25.47 mps -22.9 mps -20.12 mps -16.98 mps -12.8 mps -7.64 mps -1.53 mps + 6.0 mps +15.2 mps +26.2 mps Powder & Air Temperature -15 °C -10°C -5°C 0°C 5°C 10° C 15 °C 20 °C 25 °C 30 °C 35 °C Note: The basic air temperature for the basic MV of all Arma 3 weapon is always 21 °C! So when the air temp is cooler or hotter than 21 °C, your MV will always shifts (as described in the table above). The average MV change (due to the temperature) in ACE3 is +/- 1.5 mps per 1°C shift. And the average MV change (due to the Added Barrel Length) is +/- 10 mps per 1 inch added barrel length. For example: You’re shooting an M24 SWS rifle (24” barrel length) loaded with M118LR ammo. The mod author of that weapon or the Eden Config Viewer said the basic MV is 790 mps (it only applies at 21 °C). While your current air temp is 30 °C. It means your current MV will certainly be = 790 mps + 15.2 mps = 805.2 mps. And if you load the same M118LR ammo into the M40A5 rile (25” barrel length), your MV will be approximately = 805.2 mps + 10 mps = 815.2 mps 6. Plug all your Rifle & Ammo Data into Ballistics Calculator (AtragMX or whatever you use) → you gotta get all these ballistics data of your Loadout from the mod author of the weapon or you can just google it! To bring up the AtragMX, you click “Pause/Break” key. Then you select the “GunList” at the bottom left corner of your AtragMX screen. Then you select “Add New Gun”. Then Add a “New Gun Name”. Then you go to the “Gun” tab in the AtragMX. Then you select M (Metric unit) at the top right corner. And then you plug-in all these things: a. Muzzle Velocity → you plug the True MV that you just measure through the “Chronograph” before! Remember MV is always constantly changing depending on the Air Temperature & Barrel Length!!! b. Ballistics Coefficient → ask the mod author or just use the config file viewer in the EDEN Editor! (AtragMX only works with G1 BC! If you got G7 BC, you gotta convert it first to G1 BC) c. Bullet Caliber/Diameter → ask the mod author or just use the config file viewer in the EDEN Editor! d. Bullet Length & Twist Rate → ask the mod author or just use the config file viewer in the EDEN Editor! e. Bullet Mass → ask the mod author or just use the config file viewer in the EDEN Editor! f. Scope Height → ACE3 scope height is always 3.81 cm / 1.5 inch g. Zero Range → always plug 100 m! ------------> 7. Measure the Atmospheric Condition using the Kestrel 4500 and plug the data into Ballistics Calculator (AtragMX or whatever you use) → To open Kestrel 4500 for the first time, click “Scroll Lock”, then press the down arrow to switch it to the “Atmosphere” page. It’ll show you these 3 things which you gotta plug into the AtragMX: a. Air Pressure → in hPa b. Air Temperature → in °C c. Humidity → in % Remember this atmospheric condition is always changing all the time so you better always monitor it with the Kestrel 4500! To keep the Kestrel 4500 opened all the time, click “Left Shift + Scroll Lock”! It’ll show up at the left bottom of your screen permanently. Yup, you can easily keep track of the Atmospheric Condition by letting the Kestrel stay open like that. Click the Atmosphere tab in the AtragMX, then select “TBH”, and then enter those 3 things into the AtragMX! ----------------> ----------------> 8. Plug all the Target Data into Ballistics Calculator (AtragMX or whatever you use)! Plug them all in the “Target” tab in AtragMX: a. Range → find it with Laser Range Finder (click “B” key and aim it at the target) b. Angle of Firing → for uphill and downhill shooting, measure it with the Protractor (click “Left CTRL + Left Shift + K” key) c. Target Speed & Direction → for moving target d. Latitude & Azimuth → For calculating the Coriolis Effect. Find the Azimuth with the compass (click “K”). The latitude for all common Arma 3 maps can be found in here e. Wind Speed & Direction → there are 2 ways to measure the Wind: - Using the Wind Arrow click “Left Shift + K” key to bring up the Wind Arrow. The Wind Arrow will show up at the upper left corner of your screen. It’ll show you where the wind actually blows. If the Wind Arrow is pointing to your right, it means the Wind is blowing to the right and your bullet trajectory will drift to the right. If the Wind Arrow is pointing to your left, it means the Wind is blowing to the left and your bullet trajectory will drift to the right. If the arrow turns out to be a White Circle, then it means there’s no wind at all. The Wind Arrow also shows you some different colors indicating different Wind Speeds (white = 1 mph ; very light green = 3 mph; light green = 5 mph ; green = 10 mph ; darker green = 20 mph ; yellow = 25 mph) based on Beaufort scale. Don't forget to convert the number from mph to m/s coz AtragMX can only use m/s! For Example: -----------> 3 mph - 8 mph Wind coming from 10 o'clock to 4 o'clock (Blowing from left to right) - Using the Kestrel 4500 Click “Scroll Lock” to bring up the Kestrel. Then click its down arrow button to switch from the “Atmosphere” page to the “Wind Speed” page. It’ll show you the wind speed (but that’s not the true wind speed you’re currently dealing with yet!). To get the real wind speed, you gotta have your Kestrel 4500 facing the wind directly! Click “Left Shift + Scroll Lock” to let the Kestrel stay open (it’ll show up permanently at bottom left corner), then you face the direction where the wind comes from. By doing that, the Kestrel 4500 will show the real wind speed. Here’s exactly how you do it . After getting the Wind Speed & Direction, you plug the data in the AtragMX to calculate its Windage value. Remember! Windage is very tricky, my friend! There are 2 types of Wind you gotta plug in AtragMX. 1. "Uprange Wind" → Wind at shooter's position (Wind that blows only around the shooter) 2. "Downrange Wind" → Wind all the way to target's position (Wind that blows between the shooter & the target) The Wind data that you got from Kestrel 4500 is actually an "Uprange Wind" coz that wind most likely blows only near you. You can only measure "Downrange Wind" with Mirage Reading (which is really hard to do in Arma 3). It means you can't really trust the Kestrel 4500 to measure the actual Wind Speed coz the Kestrel 4500 only measure the Uprange Wind :( Kestrel 4500 can't measure the Downrange Wind. So You also gotta pay attention to the Wind Arrow & the Mirage to measure the actual Downrange Wind. It's really hard to read them but if you practice a lot, you'll get the hang of it ;) Sometimes Uprange Wind could be equally the same as the Downrange Wind, but only when the map contour is perfectly flat (not mountainous at all)! If you're shooting in a mountainous area, the Uprange Wind & the Downrange Wind will always be different so be careful. Here's some trick to estimate Downrange Wind: After finding the Uprange & Downrange Wind, you gotta plug them both into the AtragMX! You may notice that in the “Target” tab in AtragMX, there are two gaps or squares to fill in Wind Speed. You better plug your Uprange Wind data (from Kestrel) into the gap/square number 1 (the left one) in the "Target" tab in AtragMX. And you plug the Downrange Wind data into the gap/square number 2 (the right one) in the "Target" tab in AtragMX Gap/Square number 1(the left one) is for "Uprange Wind" and Gap/Square number 2 (the right one) is for "Downrange Wind". After getting all the Target Data, you gotta plug them all into the Target tab! Then the AtragMX will give you the final Firing Solution. Here's the Official Manual of Horus AtragMX. Here's the AtragMX tutorial by ACE3 team. ----------> ----------> Or you can actually do the Todd Hodnett “Quick Windage Formula” instead of plugging the wind data in the AtragMX (yup it works! I always do this all the time coz it's much faster than using the AtragMX!) ^_^ 9. Plug the Firing Solution onto your Scope! → To compensate for Bullet Drop, Spin Drift, & Wind Drift, there are 2 things you can do : a. Dial the Scope Adjustment → click the "Up Arrow (↑)" and "Down Arrow (↓)" key for Bullet Drop. click the "Left Arrow (←)" and "Right Arrow (→)" key for Wind Drift and Spin Drift. But I strongly suggest you to NEVER dial for the Wind Drift coz wind is constantly changing all the time, so always use Mildot Holdover for the Wind Drift! I highly recommend you to use Todd Hodnett Quick Windage formula to calculate the Wind Drift fast without even using any ballistics calculator ;) b. you can do the “Mildot Holdover” → use the mildot to hold over the target for Bullet Drop & Wind Drift compensation without dialing the scope adjustment at all. Remember that AtragMX always spits out the Firing Solution in Miliradian! ACE3 scope adjustment is always in Miliradian! Arma 3 scope reticles are mostly Miliradian based reticles (Mildot)! So what is Miliradian? Miliradian is actualy a sniper's angular measurement. 1 Miliradian = 0.0572958° 1 Miliradian = 10 cm at 100 m 1 Miliradian = 1 m at 1 km 10. Always go Prone (click “Z’ key) to stabilize your aim and always Deploy a Bipod (click “C” key) to rest your rifle on it to reduce the scope sway significantly. 11. Make sure the Scope Sway has been reduced so the reticle & the rifle aren’t moving at all when you take the shot. If it still moves a bit, you can hold a breath by holding the right mouse button before taking the shot. 12. Take the shot (click Left Mouse Button really gently) and see the Point of Impact. If it’s still off the Point of Aim, then you gotta re-adjust your weapon system and do follow-up shot fast before the target runs away. Here’s my Arma 3 ACE3 Sniper Tutorial video in which i’m demonstrating all these easy 12 steps in less than 8 minutes: ARMA 3 ACE3 SNIPER TUTORIAL (VERY QUICK, SIMPLE, & EASY 12 STEPS) PLEASE TURN ON THE SUBTITLE! Coz there's no audible commentary in that video :( you guys notice all my shots land perfectly on that Steel Plate target, right? Not low or not high at all! Just perfectly dead on! \m/ Now that’s how you should snipe in Arma 3 (ACE3) from this moment on! Now it's all about ONE SHOT ONE KILL! Here's also some very nice tutorial pdf from QuickDagger (the author of Dagger Sniper Mod) → https://drive.google.com/open?id=1PWnTQRX-1NdpHFc2803mp5FbtCPykCZt Does my tutorial really work for live operative mission??? Does being a sniper really work in this simulator??? Will it be effective??? Just check out this video showing how effective this tutorial really is!!! ARMA 3 SNIPER KILLING SPREE / KILLSTREAK (1 SNIPER VS 29 INFANTRIES) In this video, i'm on a killing spree / killstreak during an operative mission. I kill 29 enemy troopers from a far away quickly, easily, & stealthily. They don't even know where i'm at :) ARMA 3 SNIPER KILLING SPREE / KILLSTREAK (1 SNIPER VS 100 INSURGENTS) In this video, i'm on a killing spree / killstreak during an operative mission. I kill 100 enemy troopers from a far away quickly, easily, & stealthily. They try to return fire but they all get killed ;) ARMA 3 SNIPE A TARGET IN HIS MOVING CAR (SHOOT THROUGH WINDSHIELD) In this video, i'm shooting an enemy sitting in his moving car. I shoot him through the Windshield of his car. Yup, you can't run from a sniper! You'll just die tired :) "POINT OF IMPACT" (ARMA 3 SNIPER MONTAGE) this is my sniper montage video that shows how effective this tutorial really is! "DEAD ZERO" (ARMA 3 SNIPER MONTAGE) this is my sniper montage video that shows how effective this tutorial really is! here's my youtube channel: https://www.youtube.com/channel/UCx6ZpuRmlNlAhAgha9zthbw here's my analysis on World Records for the longest sniper kill shot. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thank you all for tuning in :) I hope this tutorial will help you become a better ACE3 Sniper ;) If there's something needs to be added, changed, or fixed, just let me know here. Please share the knowledge with others because knowing is half the battle! Good shooting! -Best Sniper Simulator-