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Found 11 results

  1. I’ve been trying to make a conflict server on my pc so I can play with my friends on Xbox but every time I try to join my own server on my Xbox it just keeps saying session error connection has failed, with this code: Kick cause code: group=1 REPLICATION, reason=3 CONNEGTION FAILURE any help would be appreciated:)
  2. Vieil Homme Innocent

    hosting localy

    Hi, I can't host any game with my friends on arma reforger. In the host menu in multiplayer I can host but if they try to join : "Kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'
  3. When I join a KOTH game and kill someone with Rockets on a Jet or Heli my whole PC crashes. I already checked files on Steam, seems fine. And also updated the graphic card soo I dont know why this happens.
  4. Hey, I was wondering if there was a way to do the following regarding artillery. 1. Disable the Artillery Computer on one or multiple artillery systems, but keep it on, on other vehicles. 2. Only allow artillery to fire on the mode: "Close" or "medium" if done via Artillery Computer (or any way really). ~PingWing
  5. Hello, everyone. I need a script that gives a PC/tablet/laptop the ability to get used in game. I played such a campaign - Underdogs. I was able to switch on PC and the option was called the same way. The other options were: pull monitor cable from PC, Insert USB stick into PC etc. The task was to use the PC and download data using USB. After a minute or so I was able to "pull out" the USB stick and the task was completed. What can I do about this? I guess I have to use this addAction or something like it, which would show me the possible commands, but I also need the other following actions (scripts) for activation. And one more thing - when the PC was activated via the option, a screen building was shown on the display. Another one showed up after inserting the USB stick. So, this is somehow connected to: this setobjecttextureglobal [o, "..."] - which is used to put textures/pictures on a custom screen, that can be named and you can use the name instead of "this". Thanks in advance. Cheers.
  6. I've built a compound that is required as part of the mission to have a narrow entrance coridoor. It's probably a little over 2m in width, maybe 2.5m - and should be perfectly navigable by an infantryman. However, the AI can't seem to make sense of how to use the route to get into the deeper pats of the compound. Is there any way of specifying a 'safe route' that AI will automatically follow? In the same sort of way that when driving the AI recognise a road and follow it in most cases. Thanks. Law
  7. I am looking for a laptop that will run arma three this one I found probably won't run it well but you never know. The link to the amazon page is https://www.amazon.com/Performance-A12-9720P-processor-Bluetooth-Platinum/dp/B074WFZJ1D/ref=sr_1_14?s=pc&ie=UTF8&qid=1510540602&sr=1-14&keywords=gaming+laptop. If you could reply to this telling me if it is good enough to run the game I would greatly appreciate it.
  8. I created a ballistic computer (spreadsheet) for artillery. The difference between what I created and what I have seen elsewhere is that I added a calibration function. The concept is that you provide the initial inputs and fire the first round, then input the coordinates of where that round impacts, and the sheet automatically updates the yellow cells for the adjusted bearing and elevation. This calibration is valid as long as you consider the following assumptions: 1. As you drive the vehicle, any change in position AND/OR change in elevation will throw off your calibration by the same amount. 2. The calibration value is most accurate at the bearing you used during the calibration process, and your results deviate more as your turret deviates from that initial bearing (if you target something 90° from the original target, don't get mad when it's not accurate). All of the testing was completed using the M4 Scorcher, however the M5 MLRS and the MK6 Mortar is included in the file. The equations don't change, only the muzzle velocity values, so if there is any issue with the results start by verifying the velocity values. Using the M4 Scorcher, I drove to a distance of 5.6km, entered my cords and the cords of the target, fired the first round, entered the impact cords, and put rounds on target consistently after that. Remember, the performance of the computer is dependent on the accuracy of the data entry. Calibration process: NOTE: ONLY CHANGE VALUES IN THE GREEN CELLS. 1. Enter your vehicle type in cell B6. 2. Enter your cords in cells B7:B9, using the 4-digit format. 3. Enter the target cords in cells B10:B12. 4. Adjust your firing mode according to the value shown in cell B17. 5. Adjust your bearing according to the value shown in cell B18. 6. Select an elevation value to use for your calibration shot; in theory the "high" value will result in a more accurate calibration (this isn't real life btw), although in practice the difference seems small. Fire your calibration shot. 7. Determine the impact cords of the calibration shot, either by watching the map (King of the Hill) or by utilizing a forward observer. 8. Enter the impact cords of the calibration shot as follows: a. If you fired the calibration shot using the "high" elevation value, enter the impact cords into cells E10:E12. b. If you fired the calibration shot using the "low" elevation value, enter the impact cords into cells F10:F12. 9. The calibrated bearing and elevation values automatically populate into the yellow cells B18:B20. Adjust your turret to the corrected bearing and elevation values and fire at will. Notes: -Re-calibrate any time the vehicle is moved, or if you change target cords and the bearing changes changes more than a couple degrees. -If you can't get the system to work and you are following the steps above, verify that you are in the correct firing mode by pointing at something far away and cycling firing mode until you locate the short range mode, then cycle forward from there. -The computer is set up such that: -You can keep the same calibration values in E10:F12 and change to different targets in cells B10:B12 without affecting the calibration. Remember the assumptions listed above when doing this. -You must clear all of the contents in cells E10:F12 before you can accurately RE-calibrate your firing. (Actually clearing the contents from cells E10 and F10 will remove the calibration effect from the yellow cells, if you are in a hurry). -The computer will return an error message if there are values present in BOTH cells E10 and F10 at the same time. Click on the link below to go to the (locked) public version of the spreadsheet, click on File, and Download As, then Microsoft Excel. If you want, re-upload this file to Google Docs and share the link with your friends, then you can all see the same data if you are in the same vehicle or working together as a crew. Link below. https://docs.google.com/spreadsheets/d/1rQhx9mfsRJQRfSk-24Sj2fH3Efh1zojJ-ErFZBqjwF8/edit?usp=sharing
  9. This is a tactical HUD that is intended to "try" to be realistic to ArmA 3's specifications. Simply put it is a tactical computer system that displays various information about the environment and wearer. This is completely client side script it does not require mods other than installation, currently I am not going to release it just yet as I am still 1. Working out bugs 2. Improving it's performance 3. Adding features that break it's functionality the current capabilities of the HUD are the following. Compass Bearing in degrees Current elevation Current Task_force_radio long range and short-range channel Current Wind Direction Players current GPS position Current in mission time Compass 16 point heading. Town information (GPS position and current distance to town) (Range limited to 1000M) Nightvision and Dayvision town information modes. Here is some teaser screenshots of the HUD. DayTime data: Nightvision Mode:
  10. I created a ballistic computer (external Excel spreadsheet) for artillery. The difference between what I created and what I have seen elsewhere is that I added a calibration function. The concept is that you provide the initial inputs and fire the first round, then input the coordinates of where that round impacts, and the sheet automatically updates the yellow cells for the adjusted bearing and elevation. This calibration is valid as long as you consider the following assumptions: 1. As you drive the vehicle, any change in position AND/OR change in elevation will throw off your calibration by the same amount. 2. The calibration value is most accurate at the bearing you used during the calibration process, and your results deviate more as your turret deviates from that initial bearing (if you target something 90° from the original target, don't get mad when it's not accurate). All of the testing was completed using the M4 Scorcher, however the M5 MLRS and the MK6 Mortar is included in the file. The equations don't change, only the muzzle velocity values, so if there is any issue with the results start by verifying the velocity values. Using the M4 Scorcher, I drove to a distance of 5.6km, entered my cords and the cords of the target, fired the first round, entered the impact cords, and put rounds on target consistently after that. Remember, the performance of the computer is dependent on the accuracy of the data entry. Calibration process: NOTE: ONLY CHANGE VALUES IN THE GREEN CELLS. 1. Enter your vehicle type in cell B6. 2. Enter your cords in cells B7:B9, using the 4-digit format. 3. Enter the target cords in cells B10:B12. 4. Adjust your firing mode according to the value shown in cell B17. 5. Adjust your bearing according to the value shown in cell B18. 6. Select an elevation value to use for your calibration shot; in theory the "high" value will result in a more accurate calibration (this isn't real life btw), although in practice the difference seems small. Fire your calibration shot. 7. Determine the impact cords of the calibration shot, either by watching the map (King of the Hill) or by utilizing a forward observer. 8. Enter the impact cords of the calibration shot as follows: a. If you fired the calibration shot using the "high" elevation value, enter the impact cords into cells E10:E12. b. If you fired the calibration shot using the "low" elevation value, enter the impact cords into cells F10:F12. 9. The calibrated bearing and elevation values automatically populate into the yellow cells B18:B20. Adjust your turret to the corrected bearing and elevation values and fire at will. Notes: -Re-calibrate any time the vehicle is moved, or if you change target cords and the bearing changes changes more than a couple degrees. -If you can't get the system to work and you are following the steps above, verify that you are in the correct firing mode by pointing at something far away and cycling firing mode until you locate the short range mode, then cycle forward from there. -The computer is set up such that: -You can keep the same calibration values in E10:F12 and change to different targets in cells B10:B12 without affecting the calibration. Remember the assumptions listed above when doing this. -You must clear all of the contents in cells E10:F12 before you can accurately RE-calibrate your firing. (Actually clearing the contents from cells E10 and F10 will remove the calibration effect from the yellow cells, if you are in a hurry). -The computer will return an error message if there are values present in BOTH cells E10 and F10 at the same time. Click on the link below to go to the (locked) public version of the spreadsheet, click on File, and Download As, then Microsoft Excel. If you want, re-upload this file to Google Docs and share the link with your friends, then you can all see the same data if you are in the same vehicle or working together as a crew. Link below. https://docs.google....dit?usp=sharing
  11. First off let me state I am by no means a computer guy but let me assume I know what Im talking about I have and AMD Phenom II x2 processor 3.40 GHS 5GB RAM 64 Bit OS Windows 7 Nvidia Geforce Gt 520 I get under 15 fps on the complete lowest settings visibility down textures blurred objects like trees non existent from far away you name it I want to run Arma 3 on atleast high but I don't want to spend more than 200 dollars Will switching to a Nvidia GTX 960 2gb or 4gb get me high settings good resolution with atleast 30+ fps with a server around 70 players or am I asking for too much here Also if there is a cheaper method please let me know again I am not a computer guy so English please thanks
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