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Arma 3 hails people of every flavor from all over the world. To get to know them a little better, we're hosting a series of mini-interviews with some of our amazing community members. These aim to give you a personal insight into their backgrounds, why they got into Arma, and how they typically experience the game. Community Profile #01: "thebuckfastwine" - Full Interview
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ToH ReCharacters Faces of Bohemian Interactive for Arma 3 ported to Arma Reforger. 51 new faces have been added that are distributed among the existing factions appearing completely randomly. Faces by faction: 9 +36 US 9 +27 USSR 9 +32 FIA 9 +32 CIV Available in Workshop https://reforger.armaplatform.com/workshop/596330D9AF34AF38 ToH ReCharacters Camo Dependencies: ToH ReCharacters Camo Faces by faction: +45 US Camo +43 USSR Camo +40 FIA Camo Available in Workshop https://reforger.armaplatform.com/workshop/61791860AD6BE09F ToH ReCharacters Vietnam Dependencies: ToH ReCharacters ToH ReCharacters Camo Faces by faction: 19 USSR / +19 USSR Camo for Vietnam 19 FIA / +19 FIA Camo for Vietnam 19 CIV for Vietnam Available in Workshop https://reforger.armaplatform.com/workshop/6299252B9BCC764F ToH ReCharacters Arabic Dependencies: ToH ReCharacters Faces by faction: 13 USSR for Arabic 13 FIA for Arabic 13 CIV for Arabic Available in Workshop https://reforger.armaplatform.com/workshop/629EEAE8971489AE ToH ReCharacters ALL Dependencies: ToH ReCharacters Faces by faction: 61 US Camo 61 USSR for Arabic 61 FIA for Arabic 61 CIV for Arabic Available in Workshop https://reforger.armaplatform.com/workshop/62AB03B09CC4344F Compatible with all mods, if you have a new faction and you don't know how to add them, contact me. Characters from the texture conversion of the original ArmA 3 faces, originally created by Bohemia Interactive. Greetings to all, I am once again starting a project to adapt the old faces of our old friends to this evolution of Enfusion. Initially I will start with textures only and later I hope to add new heads. So forgive me if at first I will only be able to use the 12 head shapes that exist in Reforger. The initial work was to create a template for myself to be able to do the first step of basically converting the face distribution from A3 to AR. This took me about 10 days with a lot of testing, but once it was done it was a lot faster to process all the faces. Now it's been a while since I can't advance this due to lack of time, but the next step will be to create some templates based on the AR faces to give the most definition to the processed A3 faces. Here are some very preliminary examples of the processed and enhanced quality heads (Miller, Dwarden, Solomon Maru, Krupin, Yakhin). Arma Public License Share Alike (APL-SA)
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How to make a ambulance turn on the sirens and lights on a trigger?
ChlckenWlng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just don't find anything that can do that. All I want is that when a ambulance drives into the trigger that it turns on the sirens and lights. -
Arma 3 server I’m looking for can’t be found
TestTubeBaby556 posted a topic in ARMA 3 - TROUBLESHOOTING
Bought this game for PC to play Anastasi with some friends, but the server can’t be found. Server is set to multiplayer, and all that. A few of us tried to find it and it never worked. Wondering if any of yall might’ve had the same issue, and how you fixed it.-
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Whereas SITREPs are general development updates, the SPOTREPs will focus solely on big default branch updates to the game. Keep checking the Dev Hub for all details. ---------- Post added at 13:16 ---------- Previous post was at 13:14 ---------- Full changelog and SPOTREP
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I installed some mods famous , but some of them are 0B in the steam properties.. why?
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From the steam workshop I installed lots of mods and scenarios. In the launcher I see the scenarios like the TRGM2, but in editor, there is no mod. There is at the bottom right, the mod logo saying " only official mods.."
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scripting Identify what player activated the addaction
Wilson543210 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, I have an addaction on an object that any player can walk up to, and activate the action, and fires a trigger that does the intended thing. I'm trying to figure out how to make a hint saying "XXXX did the action!!", which can be in the same trigger, or can be in a separate one with a longer countdown. I see the wiki says that addaction has a param for caller, but I don't really understand the implication of it, or how I would output that into a hint. Would I only be able to get the player UID of who activated the addaction? Or could I somehow, miraculously, obtain the player's profile name in the hint? -
I've been running a dedicated Linux server for some time now but sometimes will get this weird mission loop problem that I can't seem to figure out. We do run mods and our mission maker will send us his modlist that he used when making the mission in Eden. So all of the addons should be lined up. The log file was too big for pastebin so I uploaded it to GitHub. You can find it below. https://github.com/reppiz/arma3-log Here are the server parameters used Here is the server config file https://pastebin.com/L2BkyU4Y Server environment OS: Ubuntu Server 24.04 CPU: AMD Ryzen 7 5800H RAM: 32GB - 3,200MHZ
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The TECHREPs will contain the changelogs for updates to the Arma 3 Tools suite on Steam. Keep checking the Dev Hub for all details.
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Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r: Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!
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As the topic says, I want to know if there is a way I can increase the light of a vehicle? In my case the ED-1D Pelter. The lamp itself is not the brightest and NVG and Thermal is going to be disabled due to the mission setting. Is there even a command for that? Any help is welcome 🙂 Thanks
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Slovak Armed Forces by Reluk This mod tries to represent Slovak Armed Forces in Arma 3. It´s mostly just retextures of Arma gear and vehicles from RHS mod but new content just for this mod is on the way such as Slovak armored vehicle Aligator, Tatra trucks or Grand Power K100 pistol. Since this is my first project in Arma universe and I´m still learning I´m looking for a texturers or moddelers that would like to help :). Hope you will enjoy this mod and have fun with it. This mod includes: Slovak woodland units (regular units, 5th special operations regiment) Slovak desert units (regular units, 5th special operations regiment) Slovak police units (military police and counter terrorist unit, maybe more later) I want to thanks to: Marekoi - for help and support presko deltagamer UK_Apollo evromalarkey, ascz team, acr_a3 mod - for awesome NPP vests, same vests that Slovak army use so this helps to make the mod more realistic Yano - for letting me his old Aligator project and for the help that he was trying to give me RichardsD - for his MRAP MaxxPro Modification RHS team - for a great high quality mod with a lots of content and of course all the support on BIS Forums ! Links for download , RHSAFRF, RHSGREF, RHSSAF, RHSUSAF are required! : Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=971009565&result=1 Armaholic: http://www.armaholic.com/page.php?id=33625 (not updated to the latest version v1.4) Google Drive: https://drive.google.com/open?id=1t-grzZX9vdQrRyK8SITpKpcr76wTiKLF
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In this thread we'll post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
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Hello guys, I'm trying to take some cool screenshot for artwork, I have downloaded polpox art work support, the problem is when i select the animation from animation viewer and copy it and try to paste it using ctrl + E it says " failed to apply animation wrong vehicle type " to convert a unit to unit animator press ctrl + shift + E. when i do that it doesn't work, no animation can be selected.
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m4_fire3_suppressed.wav has invalid frequency: 44100, all streams must have same frequency 48000 !!! m4_fire1_suppressed.wav has invalid frequency: 44100, all streams must have same frequency 48000 !!! Anyone know how to go about fixing this error? I tried re-exporting from audacity with the project rate set to 48 khz but it didn't work If anybody has any ideas please reach out, here or on discord @ addict2926
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ww2 mod compilation All Arma 3 WW2 Mods Compilation List
Gunter Severloh posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
All Arma3 WW2 Mods Compilation List Last updated: August 11th, 2024 Current number of mods in the list: 545 Hello WW2 Fans! This compilation list was created from my frustration of steam Workshop's lack of function to better sort items in collections, this sorted list is my Arma3 WW2 Steams Workshop Collection seen here: https://steamcommunity.com/sharedfiles/filedetails/?id=1508144524 that compiles all the WW2 items (not missions) into one place! The collection on the Steam Workshop page has all the items in one place however they are not separated or sorted based on type or subject, my list here does this for you! Video Overview Animations & Static Poses Backpacks, Helmets, Gameplay, Infantry Weapons, Objects, Planes, Ships, Statics, Structures, & Tanks Compatibility Mods Compositions Creator DLC SpearHead 1944 Factions & Units Insignias & Loadouts Major Conversion Mods Map Markers Outfits & Uniforms Singleplayer / Multiplayer Campaigns Retexture packs, & Texture packs Scripts Sound, Music, Radio, & Voice Sound Mods Terrains (Maps) Credits I hope that my list here will help the community recognize the creators for their work, and give credit where due, as new content adds more enjoyment and replayability to the game. ========== Note: This thread will be updated as new content is added to the Steam Workshop Collection.- 217 replies
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How do I make Al move to the waypoint I made for him after he leaves my squad?
Alicia Clark posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, first, my AI unit already has a waypoint when he joins my squad, but remember that waypoint wasn't working because he's on my squad, and that waypoint was supposed to be later. So what I wanted to do was say there's a specific time in my mission where he needs to leave my group and go to the waypoint where I put it, but the problem is he's not moving at all. Even though I synced the trigger to that waypoint, it was set to skip that waypoint. And it was already put in the condition to only activate it at the specific time when he needed to leave. In simple terms, I want the waypoints to work after he leaves my group. Is this possible? -
I'm trying to assing leader to created team (ive used custom units from addon), spent another 5h to make it work and still i dont know how to do it. If someone has working script for this it will be awesome. If u wwant to see previous .sqf files just let me know. Maybe u will have better ideas.
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Dear Bohemia Interactive Support Team, My name is sukablat025, and I recently submitted an appeal to lift the ban on all official Arma 3 servers. My Steam nickname is sukablat025, and my Steam ID is [ 76561199433988722]. The ticket number for my appeal is [ #306847]. I previously sent a reminder yesterday, but I have not yet received a response. Could you please provide an update on the status of my request? I would greatly appreciate your assistance. Thank you for your help. Sincerely, sukablat025
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Hey people. So, i've been editing a Liberation mission for me and a couple of friends. However, the modlist we use is a little bit extense, and some mods include gear / equipment from other countries. Furthermore, these mods are necessary for the liberation mission, as the enemy force will be spawned from units from these mods. As i want to make something very standardized, i don't want people using gear from my country and then having somebody using a freaking russian helmet or whatever. To solve that problem i thought of hiding the arsenal option in the Main base and FOBs (By adding "//" to the arsenal script in the liberations source folder) and instead of having a full arsenal, having a tent with various cabinets and, by these cabinets, there are triggers that, once a player enters it's area, a loadout is assigned to that player. This is how it works: You enter the trigger Area, the trigger removes all of your gear, equipment and items and assign you new clothes, weapons, gear and items to replace the ones you've had on spawn. I've tested it, and works great. However, on Multiplayer sessions, it seems it stops working for some reason. i've read something about the player variable not working in multiplayer, because player in MP means everyone connected to the server, and not just the player that stepped on the trigger. Basically i want this script to be applied only to the one player that steps on that especific trigger, and not the whole player base. This is how the structure of my script is right now (still broken on MP): {removeVest _x} forEach thisList; {removeBackpack _x} forEach thisList; {removeHeadgear _x} forEach thisList; {removeUniform _x} forEach thisList; {removeAllWeapons _x} forEach thisList; {removeAllBinocularItems _x} forEach thisList; {removeGoggles _x} forEach thisList; {_x unassignItem "NVGoggles"} forEach thisList; {_x removeItem "NVGoggles"} forEach thisList; Player addWeapon "bel_fn_cal"; Player addWeapon "Binocular"; Player addPrimaryWeaponItem "20rd_556x45"; Player addWeapon "BAD_M1911"; Player addHandgunItem "9Rnd_45ACP_Mag"; Player forceAddUniform "BFMexercito_uniform1"; Player addVest "MEA_vest_EB_06"; Player addBackpack "br_alicepack_med"; Player addItemToUniform "ACE_EarPlugs"; Player addItemToUniform "ACE_IR_Strobe_Item"; for "_i" from 1 to 5 do {Player addItemToUniform "ACE_CableTie";}; for "_i" from 1 to 2 do {Player addItemToUniform "ACE_Canteen";}; for "_i" from 1 to 2 do {Player addItemToUniform "ACE_MRE_MeatballsPasta";}; for "_i" from 1 to 2 do {Player addItemToUniform "ACE_WaterBottle";}; Player addItemToUniform "ACE_MapTools"; Player addItemToUniform "ACE_microDAGR"; Player addItemToUniform "ACE_Flashlight_XL50"; Player addItemToUniform "ACE_wirecutter"; Player addItemToUniform "ACE_EntrenchingTool"; Player addItemToUniform "ACRE_PRC343"; for "_i" from 1 to 6 do {Player addItemToUniform "9Rnd_45ACP_Mag";}; for "_i" from 1 to 6 do {Player addItemToVest "20rd_556x45";}; Player addItemToBackpack "NVGoggles_INDEP"; Player addItemToBackpack "Medikit"; for "_i" from 1 to 5 do {Player addItemToBackpack "FirstAidKit";}; for "_i" from 1 to 2 do {Player addItemToBackpack "20rd_556x45";}; for "_i" from 1 to 4 do {Player addItemToBackpack "HandGrenade";}; for "_i" from 1 to 4 do {Player addItemToBackpack "SmokeShell";}; Player addHeadgear "EB_helmet_ballistic_C"; Player addGoggles "G_Tactical_Clear"; Player linkItem "ItemMap"; Player linkItem "ItemCompass"; Player linkItem "ItemWatch"; Player linkItem "ItemRadio"; If anyone knows wich variable i can replace for the player, that'd be a great life-saver. Thanks in advance!
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Hey guys, I was wondering : which is the correct command to set face mimics with animations? Are we supposed to use the "setMimic"? Thanks!
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optre [A3] [Recruiting] Join the Fight Against The Enemies of the UNSC! Join the 143 Strange Company!
novasrighthand posted a topic in ARMA 3 - SQUADS AND FANPAGES
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dedicated server Dedicated arma 3 server stuck on loading
Devilin83 posted a topic in ARMA 3 - TROUBLESHOOTING
My dedicated server is stuck on the loading screen and it has no mods or anything. -
Do you know what samples we use to make artillery modes?
Enterpries posted a topic in ARMA 3 - MODELLING - (O2)
Hello. We are in the process of manufacturing artillery equipment. I've done modeling with a blender, but what model should I use to implement artillery in Semple? Please tell me the name of the model. Thank you.