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Found 632 results

  1. Projets Edaly

    Libertad

    NTRODUCING LIBERTAD An ArmA III Modification Libertad is a large-scale mod made to benefit both the players and modders. Including hundreds of assets, a unique map as well as a campaign, we believe it will bring some fresh air to your gaming and creation sessions. While we are very excited to tell you more about the project, we are not yet ready to tell you more about the campaign. This mod will take you to the Caribbean and introduce you to a new island full of life but also torn by the emerging revolution. This is Libertad. A brand new map Isla Nueva is a tropical island of 80km² next to Cuba and located in the Caribbean. Both sumptuous and dangerous, it is a small island often considered as Cuba's little sister. Isla Nueva was discovered in the 16th century by a group of pirates. It quickly became known as a safe haven for ships seeking to avoid the law. Discover this unique environment composed of 3 cities, several villages, a jungle and secret places. Predators/Prey Guerrillas, soldiers and other civilians are not the only inhabitants of Isla Nueva. Pigs, horses, cows, crocodiles, birds and crabs coexist in the different biomes of the island. While some are peaceful, others are aggressive and will not hesitate to attack you if you venture too far into their territory. = Horse Explore the island of on foot, by car or... on horseback! It will allow you to move quickly even in the most difficult places of access. Walking, trotting, galloping, jumping or swimming allow the animal to move as naturally as any character. Over 500 unique objects Libertad contains hundreds of assets including 30 enterable buildings, more than 100 items and furnitures such as: phones, radios, tables, chairs, sofa, various consumables but also weapons, vehicles, clothes, accessories and unique faces. But also… - Placable modules via ED3N - Scripting functions - New character animations. The release of the mod as an All-In-One pack is planned for early 2022. We will provide modders, mission creators and servers with small themed mods that will allow you to take full advantage of the features presented. We are very happy to finally share these details with you and hope you like what we have in store for you. Feel free to chat with us on Discord. See you soon! - Projets Edaly Discord: https://discord.com/invite/SUCBQk3 Twitter: https://twitter.com/edalyfr
  2. Merry Xmax! This is GoldJohnKing, a newbie C++ programer, a probably well-known Arma 3 server administrator, and a community developer in China Mainland. I recently dived into something about memory allocator at work, and comes up the idea of porting some well-known memory allocator to Arma Series. And ofc I finally did it! 🤣 Here I present you two new CMA for both Arma 3 and Arma 2 Operation Arrowhead, with a potential 5%-10% performance gain than vanilla TBBv4, tested by myself and can be replicated by some players in Arma 3 Discord. These ports are open sourced and binary files are provided as well, I really hope you enjoy it! Note: The binary files on Github Release pages may not always up-to-date with the newest source code. If you know how to compile, I strongly recommend you compile it by yourself. Microsoft's mimalloc The first one is Microsoft's mimalloc, which is currently used in Death Stranding, and I highly recommend you try this out first! The port is based on v2.0.3, download link and source code are provided below: https://github.com/GoldJohnKing/mimalloc/releases As I said in the above release page, mimalloc utilizes (reserved) huge pages, and may give a performance boost of 5-15% than vanilla TBB4 memory allocator, depends on your PC's specifications and actual scenarios. mimalloc.dll is for players with large free memory, as it would lock pages to reduce memory reallocation and fragmentation. If you have a small memory, or you need to run programs alongside with Arma 3 which would take large memory consumptions, or you get conspicuous performance degrades when using mimalloc.dll, then use mimalloc_without_reserved_huge_pages.dll instead. It may better handle memory consumption and help to prevent performance degrade at a long run as well. You can read Microsoft's repo to see what feature mimalloc provides. And this should be the first ever port of Microsoft's mimalloc to Arma Series! Intel's tbbmalloc The second one is Intel's tbbmalloc. It is part of Intel's oneAPI Threading Building Blocks project. Arma 3 officially used TBBv4 version 2017U3, it's old and has some potential bugs (for example, the well-known 0xC0000005 STATUS_ACCESS_VIOLATION). Blud and some other people have ported one for arma, known as CMA and xarmalloc or something. Their source code is where I start: without their work, I wont be able to know how to port one for Arma, thanks for their work! However, thier version contains many codes for debug and performance stats purpose, as well as some actually not required codes, which would cause overhead under some situations. Besides, their version has been reported of having memory leak and crash in the long run. My version is based on v2021.5.0, and has been tested for continuously long time run without conspicuous issues, download link and source code are provided below: https://github.com/GoldJohnKing/oneTBB/releases As I said in the above release page, it only utilizes huge pages of the OS, which may give a performance boost of 5-10% than vanilla TBB4 memory allocator, depends on your PC's specifications and actual scenarios. However, it is not feature-rich than Microsoft's mimalloc. It may not handle memory fragmentation at a long run as Microsoft's mimalloc does. So I suggest you try our both, and select the one suits you, if mimalloc has some problems or you would like to find out yourself. Some notes about findings on creating CMA has been posted on BI Wiki, see: https://community.bistudio.com/wiki/Arma_3:_Custom_Memory_Allocator Feedback and code reviews are highly welcomed, no matter if you are a BI staffs senior programmer, community developer, server admin or just a normal player. And if you can read Chinese/Mandarin, you can watch my video about it on Bilibili: https://www.bilibili.com/video/BV1GZ4y1X752/ https://www.bilibili.com/video/BV1EL4y1n7f2/ https://www.bilibili.com/video/BV1ar4y1S7Jo/ https://www.bilibili.com/video/BV1EM4y1F7DA/ Thanks the community! Thanks BI! Love ya all! 🤗
  3. Ok...so I've been playing Arma3 about two weeks, have 1 Unit I created and one other Unit that I joined in the first week. Now the "MY UNITS"" section of the Arma3 Launcher has been showing "Arma 3 Units data acquisition failed". The Unit I created still is appearing in game but I am without a way to change my Unit due to this error blocking the Launcher section. Is this error related to user side of server side?? (I've logged-on to everything and opening Steam as an Admin.)
  4. Hello, i have the problem that I lose connection to every server after 5-30 minutes. I then get the message "no message received for ... seconds" and after that "lost connection to host". I already tried to reinstall the game, restart my router, turn off firewall and antivirus and reinstall battleye manually. Now I'm out of ideas. Would be great if someone finds a solution or has a tipp. It makes the game unplayable for me.
  5. Hi everyone, Yesterday I was talking to a friend of mine and we agreed that the Arma 3 action menu ain't that great or more generally: the way us, players, interact with the environment isn't that great, let's be honest. So I started to think about a way to improve the default interaction system and I decided to make my own. Later on that day, I came up with a little something that I decided to share a preview with you, the Arma 3 community. Let's have a look, shall we! Version #1 Version #2 - Houses Let me guys know what you think. Thank you.
  6. Hello. i am trying to follow tutorials on how to set a trigger with repair,refuel and rearm but i can't get it to work. my spawn area is on USS freedom. i can't put a helipad on the ship.
  7. Does anybody know, what is the limitation for addons and mods to launch and how can I launch more addons? Thanks
  8. vDog Patrol and vDog Feral Scripts by Valmont and Johnnyboy are long time requested scripts that allow mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. - Since version 1.5 the Dogs will no longer target enemies though walls or objects! (This is a game changer!) - Since version 1.6 Patrol Dogs can be controlled by the player by assigning the dog to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. - Since version 1.7: - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Extensive rewrite of the whole script package, now with AGENT DOGS, to accommodate the massive new features introduced in version 1.8 while performing even better than before. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.9 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1UbL4IuPZx8eMkg3QvzBteqZYaouLgLnj Updates/Changelogs: vDog Patrol Details: vDog Feral Details: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  9. it says addon 'A3_data_f_loadorder' requires addon 'A3_missions_f' then crashes my game it did this before with different addons what do i do can someone help? should i reinstall? also its for my mods.
  10. I'm probably just stupid but I play on linux and the game always starts directly from steam without opening the launcher. How can I open the Lauchner?
  11. Hello guys ^^ My Idea is to create an Arma 3 Team-Deathmatch Server like the old Academy TDM server. I would create many features myself that it is also a unique server. Please vote in the poll what you think. Thank you all ^^ Have a nice day ^^
  12. Hello, I have an appeal to the admin. I have a big problem, I ask you to help. I'm a big Arma fan, I started with your first game: Arma Mobile Ops, Arma: Armed Assault, ARMA: Queen's Gambit, ArmA II, Arma 2: Reinforcements, Arma 3 + DLC, dayz Computer + Dayz Xbox One. I have a MAC, the game works very well, well, I have a problem that the Mod of a certain genre does not work, I tried to delete the game and download it back, well, the mods are not downloaded, as I understand it, after a new update, they should be downloaded automatically. I tried to enable mods manually using the Steam script, well, everything just does not work, I can not find a solution to the problem. Google translate.
  13. Screenshots of what is happening: https://imgur.com/gallery/Cu1YUHX I cannot figure out how to get regular units to appear in the Respawn > Loadouts tab of the Zeus menu, on community maps. They appear just fine on Bohemia's default Zeus missions, but on any Zeus mission made by myself or the community the loadout screen stays blank. This is very annoying when wanting to play scenarios in Total Conversion mods, where I'd like my players to be able to respawn as various units from the mod's available roster. (Space Marines in There Is Only War, Stormtroopers in SW: Opposition, etc). Any help would be greatly appreciated.
  14. Hello guys, I've tried the new Modded Keybinding, but it's not working for me. Even if using the examples: https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding WHAT HAPPENS: in the keybinding settings there will be a new category "Mods" with three entries: "Camera" "Editor Camera" "Mod Section" (the one created by the example) but the keybind option "My test action" (Mod_MyActionName ) will be under "Editor Camera". The created entry "Mod Section" is empty Everything else working fine. You can set the keybind and scripts are executed. Any idea what I'm missing, to push the created entry into "Mod Section"? EDIT: The "Camera" and "Editor Camera" settings are default settings. They just appear under "MODS" after adding the custom keybind. The default settings for "Editor Camera" are all gone and replaced by the custom keybind (Mod_MyActionName). Thanks for throwing your brain cells into it 🙂
  15. 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
  16. Trying to add sensors to this tank and make them available for the crew to see. In addition trying to get RCS targeting to work. Would really appreciate some help with this. Thanks class Turrets; class MainTurret; class Components; //Sensor Template classes class SensorTemplatePassiveRadar; class SensorTemplateAntiRadiation; class SensorTemplateActiveRadar; class SensorTemplateIR; class SensorTemplateVisual; class SensorTemplateMan; class SensorTemplateLaser; class SensorTemplateNV; class SensorTemplateDataLink; class VehicleSystemsTemplateLeftDriver; class VehicleSystemsTemplateRightDriver; class VehicleSystemsTemplateLeftCommander; class VehicleSystemsTemplateRightCommander; class VehicleSystemsTemplateLeftGunner; class VehicleSystemsTemplateRightGunner; class cfgvehicles { class Burnes_FV4034_01; class Burnes_FV4034_02; class Atlas_FV4040_01 : Burnes_FV4034_01 { //woodland displayName = "FV4040 Challenger 2 Mk3 (W)"; faction = "BLU_F"; idleRPM = 1300; maxSpeed = 60; peakTorque = 4126; enginePower = 910; driverCanSee = 2+8+16; gunnerCanSee = 31; commanderCanSee = 31; incomingMissileDetectionSystem = 8; class Turrets : Turrets { class MainTurret : MainTurret { magazines[] = {"UAS_140mm_XM964_10Rnd","UAS_140mm_XM964_10Rnd", "UAS_140mm_XM964_10Rnd", "UAS_140mm_DM171_10Rnd", "UAS_140mm_XM965_10Rnd", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240"}; weapons[] = {"CHAL2_140mm", "CHAL_COAX_M240"}; }; }; class Components : Components { class DriverDisplayManagerComponentLeft : VehicleSystemsTemplateLeftDriver { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class DriverDisplayManagerComponentRight : DriverDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class GunnerDisplayManagerComponentLeft : VehicleSystemsTemplateLeftGunner { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class GunnerDisplayManagerComponentRight : GunnerDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class CommanderDisplayManagerComponentLeft : VehicleSystemsTemplateLeftCommander { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class CommanderDisplayManagerComponentRight : CommanderDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class SensorsManagerComponent { class Components { class DataLinkComponent : SensorTemplateDataLink {}; class CommanderIRSensorComponent : SensorTemplateIR { class GroundTarget { minRange = 50; maxRange = 3300; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 60; angleRangeVertical = 55; typeRecognitionDistance = 1900; animDirection = "CommanderOptics"; allowsMarking= 1 }; class GunnerIRSensorComponent : SensorTemplateIR { class GroundTarget { minRange = 50; maxRange = 3500; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 40; angleRangeVertical = 55; typeRecognitionDistance = 2100; animDirection = "MainTurret"; allowsMarking= 1 }; class VisualSensorComponent : SensorTemplateVisual { class GroundTarget { minRange = 0; maxRange = 2200; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 300; angleRangeVertical = 35; typeRecognitionDistance = 500; allowsMarking= 1 }; class NVSensorComponent : SensorTemplateNV { class GroundTarget { minRange = 0; maxRange = 1800; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 300; angleRangeVertical = 35; typeRecognitionDistance = 350; allowsMarking= 1 }; class PassiveRadarSensorComponent : SensorTemplatePassiveRadar { class GroundTarget { minRange = 0; maxRange = 2200; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 360; angleRangeVertical = 40; typeRecognitionDistance = 900; allowsMarking= 1 }; }; }; }; };
  17. I have a problem, where only in Armia 3 I had 120 hz monitor graphics card 2070 rtx The problem is that the game looks normal when I want to move suddenly the gamma jumps and there is a streak of such white something behind the characters, it can be seen in the recording than in the photos but I can't upload the video here could anyone help? I realy dont know what to do. I am also sending a photo of 2 normal soldiers where I did not move and I took the photo. Other photos 2 with these problem are down on post.
  18. Hi all, Some may remember a thread I created last year announcing a tool I created called the Arma Preset Creator, this thread has since been deleted as I thought to re-announce the latest updates and changes. The application was originally hosted in Azure, which I decided to migrate away from several weeks back, and I took this as an opportunity to recreate the application with Angular as a learning experience, with a backend API. Description This aims to bridge the gap between Steam Workshop Items and the Arma 3 Launcher whereby any Steam Workshop items with dependencies require a preset to be created manually for these to be loaded in-game. The application solves this problem by generating the preset HTML file for you, which can then be imported into the Arma 3 Launcher. To use it you simply have to retrieve the URL or ID of the Steam Workshop item and paste that into the site, then hit "Create" and it should download a HTML file which can be imported. Alternatively you could share a link to embed on your website or in your Teamspeak, Discord or Steam communities. This allows people to instantly download a preset without having to retrieve the URL or ID. Sharing a link will generate the preset every time that it is clicked. This means that the preset will always be up to date with the collection or item. Capabilities Generate Arma 3 Launcher Presets based on the following Steam Workshop items Collections Missions with mod dependencies Mods with dependencies Generate embeddable/shareable links to embed on your website or community channel which allows people to download Presets in a single click. Usage Generating Preset Enter the URL or ID for a Steam Workshop item Click Create Import the downloaded HTML file into your Arma 3 launcher. Sharing Preset Retrieve a Workshop item ID and enter it on the website Click "Share" and then "Copy", or manually copy if you prefer Share the link via Steam chat or embed in any platform that your community uses to communicate/share mod info. URLs: Arma Preset Creator - GitHub Privacy Notice: The API will log the Steam workshop item IDs used to generate presets, this is only to track usage statistics and also see the diversity between the types of workshop items which this application is used for. No personally identifiable information is, nor will ever be logged with this application, no cookies are used, and no ads will ever run on the website. Changelog: [14/07/2021]: I am no longer affiliated with this domain name as it has been handed over to a different team who will look after it going forward. Some time back I parted ways with Arma and this became less of a hobby for me. The code remains open source under the MIT license on GitHub. [08/12/2020]: Allow users to paste a URL linking directly to a Steam Workshop Item, as well as pasting an ID. Having seen some errors from somebody trying to generate a preset for an item with no mods or dependencies, I have added some more descriptive error messages to say why a preset with no items won't be generated. [30/11/2020]: Switched it back on with a new host, having been asked by several people. [27/11/2020]: Ended support for this and have instead uploaded the server side source code to github. [02/02/2019]: Added HTTPS [12/12/2018]: Added support for workshop items whose dependencies contain dependencies. Gracefully, duplicates will be filtered at request time so only unique items will be pulled back which is results in lighter load on the Steam Web API Added integration tests (non client facing) to ensure quality and consistency with the API response when refactoring any of the underlying code. Tests added for the scenarios where a workshop item has No dependencies Top level dependencies Nested dependencies (The request resource has a dependency who also has dependencies) Nested dependencies with duplicates (The request resource has a dependency who also has dependencies, some of which are duplicated in the parent resource) [11/12/2018]: Added some error handling around workshop items which have no children dependencies, this will be rejected as there is no need for this utility to create a preset for a single mod without dependencies. Mods with dependencies will now generate correct presets, whereas previously the parent mod was not included in the final preset file. API reference has updated with a breaking change removing the ArmaPresetRequest and instead passing the SteamWorkshopItem object back into the Arma Generate Preset operation. I will add semantic versioning in the future to protect developers against breaking changes. [10/12/2018]: Presets can now be generated from missions and other workshop item types which have dependencies Workshop item dependencies which no longer exist on the Steam Workshop will be ignored/excluded from the generated preset, and also will not return from the '/api/steam/workshop/publisheditems/{publishedItemId}' operation As this application has been released, I have obsoleted (rather than removed) the '/api/steam/collections/{collectionId}' operation, developers should now use '/api/steam/workshop/publisheditems/{publishedItemId}'
  19. AveryTheKitty

    Arma 3 Aegis

    Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Art by Mr.Mustache Steam Workshop Discord Patreon Made possible thanks to the support of my wonderful patrons. ❤️ Heliotrope, Bran Flakes, Renegade_Jonesy, Slav_Man_Shae, GeneralKong David - Mustache, CommanderCharms, Andrew Dietz, Scott Reijnders Ezzy, Florian Noé, Spess Mehreen, Pheasant-One, Krijn Lakeman, YonV Ravenholme, Buttista, Takaostar, Schuyler P Jarrett, Krytera, coolscout09 Corvid, Itsme M, Elliot Taylor
  20. Vertexmacht will use this thread to provide information about the future updates to the Creator DLC: Global Mobilization - Cold War Germany. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Global Mobilization make sure you visit our FAQ page.
  21. Hello I have a dedicated server for arma 3 running on my home server. So far it works great. Until I need skins for my savegame. The skins are all available and correctly written and in the folder in which the missions.sqm is also. So in the pbo file. Nevertheless, the server tells me the skins are missing, what do I do?
  22. Hello, PBO Viewer is an open-source project to interact with PBO files. It is a substitute for the old Pbo Manager that everyone knows. Moreover, PBO Viewer is the only cross-platform PBO tool with a graphic interface. A CLI interface is also available. Features: Cross-platform support: works on Linux, macOS, and Windows thanks to .Net 5 No dependencies needed, everything is shipped in the .zip PBO pack / unpack Add file or folder, delete file or folder, rename file or folder, copy file or folder, and open file directly in a PBO File Explorer graphic interface Windows integration (right-click menu, double click to open a PBO file) This project uses a modified version of PBO Sharp: https://github.com/Paton7/PBOSharp You can find the project here on GitHub: https://github.com/SteezCram/PboViewer The binaries are here: https://github.com/SteezCram/PboViewer/releases I hope you will enjoy my project. You can open an issue, start it if you like it or create a pull request to improve it! SteezCram
  23. Serverify A3 An Arma 3 dedicated server configuration tool. Features Supports latest A3 version (1.98) and almost every (only 3-4 config properties are temporarily missing) configuration setting; Supports Arma 3 startup parameters, basic.cfg, server.cfg, A3 user profile. Profiles system to store settings for various server configurations; Modern, nice looking and responsive UI; Localization support; Visual themes. Prerequisites Windows 7/8/10 .Net Core 3.1 Steam account, purchased Arma 3 on it Installation and usage guide Download latest version of Serverify A3 (Github Releases Page); Unpack the archive to the any folder you like. Launch ServerifyA3.exe, tune your dedicated server. When you're done with server's settings tuning - simply launch your server from General server screen. Future Plans Mission Voting settings; Bugfixes, UI redesign, 100% test coverage, refactoring... 🧐 Feedback If you have any suggestions, localization errors, bug reports or feature requests - feel free to contact me via PM or create an issue in the repository - Issue Tracker. Links Github Repo Screenshots
  24. I have just created a pretty large airbase, I started placing grass cutters and it's lowering frames by 5-10, can I remove these and still keep the grass removed? Thanks.
  25. After ArmA 2 and Since 2013 for ArmA 3, we have released for the community many addons bringing the French Army into ArmA : R3F French Weapons Pack with the emblematic french FAMAS, LGI the individual grenade launcher, Missile launcher as M.M.P. ... R3F Units with Uniforms inspired by french "treillis", R3F Objects as DAGR GPS item, We open now a new chapter with R3F VEHICULES. We have decided to complete the release of one vehicle after another instead of beta versions of many. The first one is the P.V.P. , "Petit Véhicule Protégé" : "Small Protected vehicle" a light, general-purpose armoured 4-wheel drive vehicle used by the French Army, made by Panhard." to quote Wikipedia. The second one is the "Griffon" or VBMR 'Vehicule Blindé Multi Role" : "Multi purpose Armor vehicle". With unarmed version and teleoperated M2 12.7 ou Grenade launcher 40mm. It has alos powerful optronic and cooperativ abilities. Since Version 1.2 the R3F MMP is now included : it is a 5th generation missile launcher with "man in the loop" function. A 81mm mortar used in french army forces is added. Version 1.2 : - R3F VBMR heavy armored version and anti-RPG SLAT - R3F PVP : added in virtual arsenal - added R3F MMP version 1.2 (previously in R3F Weapons Pack) - added R3F Mo 81mm (previously in R3F Weapons Pack) Version 1.1 : added : - R3F PVP FN - R3F PVP UN - R3F PVP Gendarmerie - customisation in virtual garage - R3F VBMR - R3F VBMR TOP 12.7 - R3F VBMR LG40mm - FN MAG static fixed : - default open hatch - dampers settings - water passing ability - various details Version 1.0 : - R3F PVP CE : unarmed PVP with 5 places - R3F PVP CE TOP : PVP armed with FN MAG 7.62 Teleoperated Turret - R3F PVP CE TOP COMMANDEMENT : PVP armed with FN MAG 7.62 Teleoperated Turret with radiocommunication analysis system on our R3F OPEX H24 mission. - R3F PVP CE TOP EOD : PVP armed with FN MAG 7.62 Teleoperated Turret with IED detection system on our R3F OPEX H24 mission. It is a 1.0 version witch means that it is complete and fonctionnal vehicle after many MP test by our team. As a 1.0 version it is due to progress and open the way to more content. Our goal is to follow the French army "Programme SCORPION". So en Avant ! DOWNLOAD here : 122 Mo http://forum.team-r3f.org/downloads https://steamcommunity.com/sharedfiles/filedetails/?id=2020968835 INSTALLATION: Same as always, unzip and use modfolder. Read the guide: http://forums.bistudio.com/Beginners-guide-How-do-i-install-mods-addons REQUIREMENTS: -Arma 3 STABLE BRANCH USING IT: A Documentation (PDF) is provided, with classnames
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