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  1. NOTE: 2.06. 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
  2. Hi! I found a program called "Flashpoint Campaign Wizard 1.0.1 by Miker Andrew" This was made as a tool to easily make a full ofp campaign. So I quickly tied two of my random Arma missions to see if it worked... It actually did so I just started making proper missions (with story, descripitons and music and such) so I could make some kind of campaign to my friends or to upload it somewhere idk. I already made like 8 missions, wanted to test it but for some reason it doesn't work. Maybe cause this program was made for ofp, and not arma? I mean those are the same games, only different versions... So anyway, is there any way a simple mission maker like me could easily put a campaign together? I mean I don't need them fancy cutscenes and stuff, just like 15 mission after one another you know... BTW I hope this is the right place to post this... lol
  3. Who we are? Hell Bois is a group of players seeking to ultimately have fun, we are a fairly new group but our member list is ever so growing we're looking to meet new people and have a good time all around. We are based in Australia but anyone is welcome (English is a must) What we do? Every week we host a Milsim campaign, during the week/on our off days we host mini games, side operations and more! Why join? Put simply we want you to come have fun! Whilst we're serious in our milsim we're taking a more relaxed approach to the community as a whole and are putting an emphases on fun. How to join? Click on the link provided: DISCORD Requirements ► Must have a legal copy of Arma 3 ► Must speak proficient English ► Must have a working Microphone ► Willing/Able to play during Australian time zone (AEDT/AEST)
  4. I understand that there are other threads with their own replies, but I figured that - for the sake of convenience - I'd add my own personal details for this error code should none of the replies from other threads help! Attached are the RPT. file for the most recent startup fail + screenshot of the screen itself when the startup process comes to a halt. I hope this gives some insight, been this way for a little over two weeks 😞 Thank you in advance for ANY tips! I really do appreciate it. RPT. file: https://justpaste.it/9i30j Screenshot of Error Message: https://justpaste.it/6u3f0
  5. ─────── Structure ─────── Motivation Introduction Features Benchmarks Installation Usage Final words Changelog Requirements Download Screenshots ─────── Motivation ─────── Hello there, first I want to talk about why I made this - well there is a pretty simple reason. As a developer and as server owner you always need logs. You need logs to write debug messages, you need logs to make statistics for your squad, you need logs to be able to have a look on who did what when. Logs are awesome, and without them it would take much longer to find an error or to find out who shot who first, or how many players were on your server today. Let us have a look on the game log itself, the rpt log. It provides errors, if you have got some, and gives some debug information about startup and shutdown of the game. However since there are some errors in the game that write a nice little message every 1-2 seconds into the log-file, the rpt gets larger and larger ... and now find the one line you need. Imagine, you are a server owner, and you want to keep track on who connected when on your squad server for you and some friends. Why ? Well you like it to stalk other people, or wanted to play NSA simulator 2016. You could log who connected, with which player-ID and so on ... but where do these logs go? Well I always had to log into the rpt file. Often I search for one line which is between 1000 of other lines. That does not only take time, but it might also happen, that you do not find the line, even if you go through everything 10 times. That is where I had the idea, well ... why not create an extension where you decide where logs are placed, in which format, how they are named, if they should have got a time stamp, if this time stamp should be in 12 or 24 hour format etc. I wanted a simple extension where you setup a config, and then just call a function with content, and maybe optional a name which is used for separation. Simple but fast, with options, so that you can get logs from ArmA just the way you want it. I already made a extension called Arma3Log a while ago but I was new into extension writing, and you could have seen that ... it was slow and not very useful... but I wanted to do better and here we are. ─────── Introduction ─────── A3log is a lightweight logging extension for ArmA III, which allows it's users to write customized log-files with a very high performance. It is very easy to use, and does not require and advanced skills for the setup, or the usage. The log-files are adjustable in nearly every way, you could come up with in case of writing log-files. Even when dealing with a high amount of data, the server will not be slowed down and there is no data loss. As it is still in development, there will be improvements to the speed and the amount of features / settings. ─────── Features ─────── Timestamp inside the logfile Timestamp (Date) within the filename Extend the filename with the minute of creation Changeable timestamp format 12/24H clock Custom directory to place the logs (Full-/Relative path) Choose the name of the file Choose the file-extension Define a unlimited amount of custom log categories Separate each log category as one folder Define path and name of the configuration ini ─────── Benchmarks ─────── 1000 lines with 100 characters each: 0.052 seconds - diag_log 0.0159998 seconds - A3log (with all features enabled at v1.1) Extreme example: 100.000 lines with 100 charaters each: 55,895 seconds - diag_log 15,2 seconds - A3log (with all features enabled at v1.1) Note: The test conditions for the benchmarks were reset for every run. The value in seconds is the middle value of 10 test runs. The time indicates how long it took for ArmA to process the input and output of the extension, so how long the server was under heavy load to send the content to the extension. ─────── Installation ─────── Download the latest version (See download section for that) Extract the @A3Log folder and place it in your server directory Go into the @A3Log folder and make sure the the A3Log.dll is not blocked Edit the A3Log.ini file to fit your personal need -> Save the file Edit your startup file and add @A3Log to your -serverMod / -mod parameter Optional: To specify from where the config should be loaded you can define startup a paramter for the arma3server executable with "-A3Log=Configurations/Mylogs.ini" (Only paths in your arma3server directory are allowed so in this case you would have a folder called Configurations inside of your serversetup and in that you have the config file called Mylogs.ini) - This feature is WIP Remove the A3Log_examples.pbo inside @A3Log/addons, once it worked for you and you got example log files Done ─────── Usage ─────── The A3Log.pbo provides you with the A3Log function, which you can call from anywhere. In addiotion to that there is a serverside PublicVariableEventHandler (sendlogfile) to catch incoming log entries, which may be send via publicVariableServer So an example for serverside use would be: ["I am Superman!"] call A3Log; This one has no category defined, so it goes into the catch all log (See A3Log.ini for this) --- ["I am Batman!","ExampleLog"] call A3Log; This one goes into the ExampleLog.log, or what ever you called it. An example for sending a log from a client / headless client would be: sendlogfile = ["I am Batman!","ExampleLog"]; publicVariableServer "sendlogfile"; You might need to whitelist this in the publicvariable.txt from Battleye with !="sendlogfile" --- Or if you prefer remoteExec ["I am Batman!","ExampleLog"] remoteExecCall ["A3Log", 2]; //2 = send to server only and call is much faster Note: You would need to whitelist A3Log as a function that can only be executed on the server. --- So to describe the usage in general: The function A3Log (Serverside) handles the input and sends it to the A3Log extension. <Paramter> call A3Log; --- <Paramter> is an array [], which you can send up to 2 paramters in. [<text>,<category (This second one is optional)>] call A3Log; Attention! - If you want to rewrite the function that sends the log message to the extension, you need to include the information separator byte, which can be used in ArmA like this: <bla bla text> + toString[31] + <your-cool-category> //This all is from variable type string --- You can use this extension as client mod too, just make sure to disable Battleye, as the dll would get blocked by BE otherwise. ─────── Final words ─────── I will provide some additional usage examples and code snippets inside the A3Log_examples.pbo in the future. This is not a drag and drop everything will be logged for every mission you use addon. You still need to invest some time into the configuration and your setup, what you want to log. Since there are many versions of missions, which all differ in their code like an eventhandler for being killed or something, I can not provide code that fits with just a simple copy and paste. How ever I offer everybody to send me a request on these forums or via arkensor@gmail.com so that I can help him with either the setup or write some lines of code from him. I will expand this extension with my own ideas, and requests you guys might have, and it would be great to have some feedback on this. At this point I would like to thank Killzone_Kid, for making a great documentation and tutorials about extensions, which made me start with extension making for arma3. And thanks to my teammate Maurice for helping me with some magic c++ code! If you want to support me and my work, you can send me a donation via paypal. Thank you very much! ─────── Changelog ─────── v1.7: - [Added] x64 support for Windows and Linux . v1.6: - [Added] Optional console output for Windows. - Formating and preparations for a colored debug output Older versions: ─────── Requirements ─────── Windows: C++ Redistributable 2013 32-Bit - Download -> vcredist_x86 (This should be pre installed on all hosting providers) ─────── Download ─────── Download the release from Github: https://github.com/Arkensor/A3LOG/releases/tag/1.8 ─────── Screenshots ─────── This is my folder where I place my logs at serverdir/@A3Log/Logs: Note: Inside the folders are files which were written as the config had folder seperation enabled. License: If you have got any questions feel free to ask. Help me with your feedback to improve this project! Now have fun with it, and enjoy your clean log files 🙂 Regards Arkensor
  6. Rengate

    ArmA Unit Suspension

    So recently my ArmA Unit got suspended for having the discord link in the description of the Unit. No where did it say we couldn't do that but no big deal, easy fix right? Well after removing the link I tried submitting the appeal via the automated system thats on the units page. However the form never submits, it keeps loading and loading until it eventually it just stops trying and makes you press submit again. I tried contacting Bohemia support with no such luck as of yet, so now Im reaching out to the community to see if anyone else has had this issue and or if anyone knows a fix for it.
  7. If you are looking for a good feeling server, please don't hesitate to configure mods and join the [TCF] wasteland server on A3. Underrated gameplay with no limits and full tactics and combat freedom with missions, loot crates, a lot of vehicles and gear. Good starting server for a new players to learn and feel full potential of ArmA3 gameplay. Server made by FANS for FANS! Steam Group https://steamcommunity.com/groups/tcfwasteland Discord https://discord.gg/G6f3UHcb2F Required Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572205181 Supported Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572210741
  8. Hey, I'm new to this so please bear with me. I am looking for front view images of 2035 UN Peacekeepers (Canadian Army, woodland camouflage pattern with blue UN helmet covers and blue vests). I currently do not have any access whatsoever to Arma 3, and I'm trying to get a good visual reference for my writing project that features the lore of Arma 3. here's what I found originally, however they are only the back view and side view: https://steamuserimages-a.akamaihd.net/ugc/832512818119062953/5E7FE33B2D02C81A883B7BA1ACE39FDB7E63C94C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false and https://steamuserimages-a.akamaihd.net/ugc/832512818119062328/61B9BA541F45BE1FAB2808AE829F04D96AB72CD3/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false Preferrably with a MX rifle (RCO hybrid optic mounted) thanks for working with me, I hope you all are doing well!
  9. 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!
  10. 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
  11. I'm having an bit of trouble with with scripting a config for team loadouts. I'm not sure what I'm doing wrong with my code but Bluefor is able to access the respawn loadouts where as Opfor is not. I'm rather new to the forums and I don't know what tags I should apply to this post, any help will be greatly appreciated. 🙂 this is my config. Description.ext: //START OF WEST RESPAWN LOADOUTS! respawnTemplatesWest[] = {"MenuPosition", "MenuInventory"}; // Player loadouts class CfgRoles { class Assault { displayName = "Assault"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Defense { displayName = "Defense"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Support { displayName = "Support"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; }; class CfgRespawnInventory { //******************* // US EQUIPMENT //******************* class Alpha1 { displayName = "Pilot"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "vn_xm177_short", }; magazines[] = { "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", }; items[] = { "vn_m34_grenade_mag", "vn_m34_grenade_mag", "vn_m34_grenade_mag", "vn_m18_white_mag", "vn_m18_white_mag" }; linkedItems[] = { "vn_b_vest_aircrew_05", "vn_b_helmet_aph6_02_01", "vn_o_acc_km32_01", "vn_b_item_watch", "vn_b_item_compass", "vn_b_item_map", "vn_b_item_radio_urv10" }; uniformClass = "vn_b_uniform_k2b_01_02"; backpack = "B_Parachute"; }; //START OF EAST RESPAWN LOADOUTS! //******************* // VC EQUIPMENT //******************* class Gamma1 { displayName = "Pilot"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "vn_izh54_shorty" }; magazines[] = { "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", }; items[] = { "vn_t67_grenade_mag", "vn_t67_grenade_mag", "vn_t67_grenade_mag", "vn_rdg2_mag", "vn_rdg2_mag", "vn_o_item_firstaidkit" }; linkedItems[] = { "vn_o_vest_vc_04", "vn_o_helmet_zsh3_02", "vn_o_acc_km32_01", "vn_b_item_watch", "vn_b_item_compass", "vn_o_item_map", "vn_o_item_radio_m252" }; uniformClass = "vn_o_uniform_nva_air_01"; backpack = "B_Parachute"; }; }; and init.sqf: //West Loadouts [west, "Alpha1"] call BIS_fnc_addRespawnInventory; [west, "Alpha2"] call BIS_fnc_addRespawnInventory; [west, "Alpha3"] call BIS_fnc_addRespawnInventory; [west, "Alpha4"] call BIS_fnc_addRespawnInventory; [west, "Alpha5"] call BIS_fnc_addRespawnInventory; [west, "Alpha6"] call BIS_fnc_addRespawnInventory; [west, "Alpha7"] call BIS_fnc_addRespawnInventory; [west, "Alpha8"] call BIS_fnc_addRespawnInventory; [west, "Alpha9"] call BIS_fnc_addRespawnInventory; [west, "Bravo1"] call BIS_fnc_addRespawnInventory; //East Loadouts [east, "Gamma1"] call BIS_fnc_addRespawnInventory; [east, "Gamma2"] call BIS_fnc_addRespawnInventory; [east, "Gamma3"] call BIS_fnc_addRespawnInventory; [east, "Gamma4"] call BIS_fnc_addRespawnInventory; [east, "Gamma5"] call BIS_fnc_addRespawnInventory; [east, "Gamma6"] call BIS_fnc_addRespawnInventory; [east, "Gamma7"] call BIS_fnc_addRespawnInventory; [east, "Gamma8"] call BIS_fnc_addRespawnInventory; [east, "Gamma9"] call BIS_fnc_addRespawnInventory; [east, "Zeta1"] call BIS_fnc_addRespawnInventory;
  12. For some reason the amount of talk, theories and comments about future versions of Arma and the Enfusion engine has skyrocketed lately. Everyone is speculating and getting crazy about a potential announcement in the coming days regarding Arma 4. But what no one is talking about are the benefits of Enfusion taking longer to be released outside of the obvious "increased polish". Hopefully this post will show the anxious players out there that getting your Arma later than expected could be a good thing. I will be listing those benefits here and then keep updating the list with other users' contributions on the subject: 1) DirectX 12 Ultimate: With its Improved support for Raytracing 1.1 and Variable Rate Shading Technology means that when Arma 4 releases the engine will be able to make use of these amazing improvements. https://devblogs.microsoft.com/directx/announcing-directx-12-ultimate/ 2) Vulkan 1.2's Parallel Tasking Technology: Vulkan is a new-generation graphics and compute open standard API that provides high-efficiency, cross-platform access to modern GPUs that is currently used by most consoles other than the XBOX series. Vulkan 1.3 will provide additional improvements to its already impressive Parallel Tasking Technology which will bring lower CPU usage while also allowing developers to better distribute work among multiple CPU cores. https://en.wikipedia.org/wiki/Vulkan_(API) 3) Windows 11: With Windows 11 announcement just around the corner (June 24th 2021) it has been leaked that the OS will feature many optimizations for gaming in preparations to its revamped Xbox experience that is now integrated into Windows 11, offering quick access to Xbox Game Pass games, the social parts of Xbox network, and the Xbox store. https://www.theverge.com/2021/6/15/22535123/microsoft-windows-11-leak-screenshots-start-menu 4) Microsoft's DirectStorage: PC game load times are about to get a whole lot faster thanks to Microsoft's DirectStorage tech, The tech behind the super fast load times on the Xbox Series X is coming to PCs in the form of DirectStorage, Microsoft have announced. The DirectX API aims to dramatically reduce loading times and enable developers to create bigger, more detailed worlds than ever before thanks to its "best in class IO tech" (that's input / output, in case you're unfamiliar with the term) - if you've got the right kind of SSD, that is. https://www.rockpapershotgun.com/pc-game-load-times-are-about-to-get-a-whole-lot-faster-thanks-to-microsofts-directstorage-tech 5) Nvidia RTX IO: "When used with Microsoft’s new DirectStorage for Windows API, RTX IO offloads dozens of CPU cores’ worth of work to your GeForce RTX GPU, improving frame rates, enabling near-instantaneous game loading, and opening the door to a new era of large, incredibly detailed open world games," according to Nvidia. https://www.rockpapershotgun.com/pc-game-load-times-are-about-to-get-a-whole-lot-faster-thanks-to-microsofts-directstorage-tech 6) NVIDIA DLSS: (Deep Learning Super Sampling) is groundbreaking AI rendering technology that increases graphics performance using dedicated Tensor Core AI processors on GeForce RTX™ GPUs. https://www.nvidia.com/en-us/geforce/technologies/dlss/ 7) AMD's FidelityFX Super Resolution: The technology boosts frame rates and resolution of gameplay without requiring people to upgrade their hardware. FSR is an image upscaling technology. Depending on the game, it can provide more than three times the performance of native resolution that's set to Performance. https://www.windowscentral.com/amd-unveils-fidelityfx-super-resolution-its-answer-nvidias-dlss 8.) True competition is around the corner: For the longest time the Arma franchise has benefited from being "the only kid on the block" regarding some of its more unique features: Huge Maps, Combined Arms, Advanced Ai, Accurate and "closer to reality" simulation of some of its systems and above all, the user's freedom to modify and create new experiences via modding, scripting, mission making via EDEN Editor etc. That "Only Child" situation that benefited Bohemia Interactive's creations for so long could soon no longer be the case thou, as many games and/or game companies that spawned from Arma's mods such as POG and the Battle Royale Genre, the Survival Genre etc have "opened their eyes" to the "revenue potential" that exists and now other big industry names and companies have developed a thirst for Arma like "business models and features". Icarus Survival being the latest example of this previous claim: https://www.rockpapershotgun.com/icarus-survival-game-preview Of course it has taken years for the competition to get even close to what the RV and "Soon TM" the Enfusion engine will offer. Yet we are perhaps one generation away from getting the UNREAL ENGINE just as good and easy to use as the EDEN EDITOR, and other companies' game engines being able to deliver the same features with the same realism and detail as Arma does currently. Enfusion will surely be the tool, main weapon but also the testing grounds that will be facing that next gen competition and its ability stay relevant will dictate the future of BI in years to come so it better be good and it better be polished on release.
  13. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  14. 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.
  15. *PLEASE NOTE* (THIS IS ONLY SPECULATION) I just came across a very interesting video on YouTube and i thought id debate this with the arma community https://youtu.be/8kp5OkPWopk do you guys think this guy is correct about the speculation whether Arma Reforger is a Remastered version of the game that started this amazing MILSIM game franchise ? lets debate and share our opinions and findings im interested in hearing what you guys think😁
  16. Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  17. Flash-Ranger

    Radio Arma

    Web : http://radioarma.com Mail : contact@radioarma.com Hosts : Flash-Ranger, Syhrus What is Radio Arma ? Radio Arma is a project initialised between Stef, Flash and ArmaHosts. We aim to release weekly interviews, podcasts and news about what is happening in the Arma 3 community. Bohemia Devs, Modder, Youtubers, Units, we provide you with all the latest information on the insides of the community. Episodes :
  18. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  19. Vincent Richard

    Project France WW2

    France WW2 is a project that aims to integrate into Arma 3 French vehicles dating from the Second World War (during the Battle of France in 1940). We have almost all the 3D models made of the land vehicles from that time with the uniforms as well. We just need the integration to be done, that's why we are looking for people who know how to develop / integrate vehicles on Arma 3. In a second time, we are looking for 3D artists and historical advisors to bring their knowledge. If you are interested or you want more information, contact me in PM. France WW2 est un projet qui a pour but d'intégrer dans Arma 3 des véhicules français datant de la Seconde Guerre Mondiale (durant la Bataille de France en 1940). Nous avons quasiment tous les modèles 3D fait des véhicules terrestres datant de l'époque avec les uniformes en plus. Il nous manque juste l'intégration à faire, c'est pour cela que nous recherchons des personnes s'y connaissant en Developpement / Intégration de véhicules sur Arma 3. Dans un second temps, nous recherchons des artistes 3D et des Conseillers historique pour apporter leurs connaissances. Si vous êtes intéressé ou que vous désirez plus d'informations, contactez moi en MP.
  20. Revolution is a next generation, fast-paced, open source gamemode and framework for Life type roleplaying missions in Arma 3. --- Revolution as a gamemode has been inspired by Chernarus Life: Revolution gamemode from Arma 2. Revolution started in 2012 as a passion project of a couple of Finnish Arma players who had fallen in love with the gamemode and essentially dedicated their whole free time to it, enjoying it vastly. As rookie developers, they failed to deliver such a complex and large framework, leading to their competitor, Altis Life eventually conquering the Armaverse in 2014. The developer team still wanted to deliver a vastly different experience from Altis Life that would remind the relatively fast paced and completely dynamic nature of Chernarus Life: Revolution or Urban Life in Takistan back in the Arma 2 days. They tried to develop the framework multiple times, but all attempts failed due to monetary constraints, issues with developer group dynamics, health issues or real life events that forced us to quit our passion project. --- --- This time it's different. We've learned from our previous mistakes each time, and we're able to deliver the gamemode much more likely this time thanks to the gained experience. --- --- We want to share the amazing feeling and memorable moments that we had in Chernarus Life: Revolution with as many players as possible. That's why we've decided to make the framework open source and allow monetization of the framework for communities approved on Bohemia's Server Monetization list to allow communities to pay their bills to run the community efficiently. --- --- If you're interested in the gamemode and want to affect its development or just to follow our progress, make sure to join our official Discord! --- --- Best regards, Ezcoo Revolution Developer
  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. Hello everyone! This is my first post haha! I would like to know if it is possible to remove .pbo that I don't use in mods. For exemple, I'm not using the vehicles in RHS. I just want to keep the weapons for the mod Tier One weapons that's using them. Unfortunately, the mod didn't work anymore. Maybe I remove too much XD? Idk if I am very clear, tell me if you need more details. Sorry for my English too xD Thank you for your time!
  23. INTRODUCTION United States Army 3rd Battalion, 75th Ranger Regiment (3/75) is a community that aims to provide a realistic simulated special operations environment. The higher objective of which is to create an environment which is conducive to allow growth of its members mentally in teamwork, leadership, and morality. SPECIAL RECRUITING POLICIES Should any new members join the unit and bring with them two or more friends that complete RASP, we will allow one of the group members to be authorized a meritorious promotion to the rank of Private First Class. The group members must decide who among them shall receive this meritorious promotion. Should the members not agree then no meritorious promotion shall be authorized. This promotion does not come with a guarantee of a leadership billet. Additionally, If six or more members of a group complete RASP, one of the members is authorized meritorious Specialist and one member meritorious Private First Class with the same guidelines of selection as above. No other meritorious promotions are authorized. Veteran's Experience Program (VEP): We give back to our Veterans and Active Duty for their sacrifices to their countries. Be sure to ask us about our VEP Program. Be prepared as we check a sanitized DD-214 (or similar OCONUS document) for entry into the Veteran's Program. After completion of the Ranger Assessment and Selection Program (RASP), Veterans will be implemented into the unit as a Specialist (E-4). The 3rd Ranger Battalion has many Veterans/Active Duty among the ranks, who contribute from their personal experience towards Training, Tactics, Discipline and other Attributes. This makes the unit the creditable Realism unit that it is today. Delayed Entrance Program (DEP): If you don't know if Realism is for you, then consider our Delayed Entrance Program, where you get membership for two weeks as a Recruit to follow us in operations, and the ability to attend our training events to get a feel for how we do things in our unit as a Realism Unit. OFFICIAL UNIT TIME 1800 (6:00PM EST) GET CONNECTED Interested in applying to the 3rd Ranger Battalion Realism Unit? Make sure you meet the following requirements before submitting your application: Minimum age: 16 Must have a copy of ARMA III with the APEX DLC and a valid Player ID. Must have a microphone and Teamspeak 3. An understanding of the definition of roleplaying in a realism environment. Ability to attend at least two of our unit wide events each month for ArmA III on every Saturday and Sunday of each week at 1800 (6:00pm) - 2100 (9:00pm) Eastern Standard Time (Unit Time). For a full schedule please refer to our Website Calendar. If you have any other questions regarding the application process, please contact one of our recruiting staff. Website https://3-75rr.com Discord https://discord.gg/Jsd8aFJ TeamSpeak IP: PW: Rangers2019
  24. I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
  25. Hey, I recently watched the Seal Team series. At the end of Season 2, Episode 21, they were evacuated by helicopter. But not normal. they were hanging on a rope. Have a look at it from minute 2:05: https://youtu.be/Sq6iQxhXtkQ is something like that in Arma too? In vanilla or with mods? Because that would be epic!