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Official thread of Patrol Operations for Arma 3 A mission Game mode developed for the RV engine, Patrol Operations is a dynamic, random mission generator that is great for both mass public play and clan tactical gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately. Version 3.1 03/2014 Download: roy86.com.au Supported Languages: Czech, German, English, French, Polish, Portuguese, Spanish Patrol Ops 3 is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Version 4.0 Nov 2017 Status: Beta Supported Languages: English Credits & Special thanks: Online Combat Battalion Australia (OCB.net.au), their support and testing has been vital to the success. Australian & New Zealand Tactical Community (ANZTAC.com Bohemia Interactive Studios for the Arma Series, code and functions BON_Inf for Code and Inspiration from his missions and scripts KillZoneKid for Code and Inspiration from his tutorials Shuko for Code and Inspiration from his awesome Task System and Position Scripts Kegety for his spectator scripting XENO for Code and Inspiration from Domination and setting such a high standard R3F for Inspiration from their Arma 2 Logistics Scripts Tonic for the Virtual Ammobox System Tajin for the Helmet Camera Scripting aeroson for his detailed loadout scripts cobra4v320 for his HALO scripting Kronzky for his string function library SaMatra for help with UI Resources Dslyecxi for his Paper doll giving insight on how to detect item types. Tankbuster for his code and Inspiration from Domination [TcB]-Psycho- for his adaptation of Bon_Inf Injury System IGI_PL for his IGILoad Logistics Scripts Language translations: EvroMalarkey, Senshi, GranolaBar, Ophelian, Rydgier, Caico1983, BIG (Armaholic) Any and All ArmA community members for support, inspiration and solutions that have helped build this
Hello. I've just begun to make some assets for arma with the aim at starting simple (or what I assume to be simple). Thus far I have created a model of a medical ship, I have been able to import the model into game as either a boat with buoyancy and as a static object. For the scope of the object I prefer a static object, the intent is a platform similar to the carrier that the IDAP/UN faction can deploy from, again the intent is a simple model no doors maybe ladders in the future. At this point I have the ship in game and it is place able and I receive no errors. However when I attempt to land on the ship (helicopter) I clip through it and when I place a unit on the ship and run around at a certain distance I fall through it. I have Geometry LOD, Roadway LOD and regular (resolution?) LODs, I have not applied any texturing or mapping as the first step (in my head) is to get the shapes working. I remember reading something on object size limits and I'm pretty sure that's the problem. The object is nearly the size of USS Freedom, I guess I need to break it into smaller models and stitch them together, can anybody point me in the right direction for doing so? Thanks!
[LTC] Vegas =21st= posted a topic in ARMA 3 - SQUADS AND FANPAGES--Mission Statement-- The 21st U.S. Army Ranger RGT is an active COOP ArmA 3 unit with a goal to provide players with the most realistic combat experience possible while maintaining a mature, calm, and friendly gaming environment. -- 17+ age requirement -- WE DO NOT ACCEPT ANYONE BELOW THE AGE OF 17 -- _________________________________________________________________ -- Official Website -- 21strealism.com -- TS3 Info -- ts3.21strealism.com [PASSWORD: fubar] -- Twitter -- @21stRangerRGT -- Instagram -- @21strealism _________________________________________________________________ // AN EVENT FOR EVERY DAY OF THE WEEK // -- Daily Operation Schedule -- Mon-Sat: 6:30pm PST Sun: 3:00pm PST Operations usually run between 2 and 3 hours in length. Whether you're a hardcore player looking to log tons of hours, or someone just looking for a few operations a week, the 21st has a place for you. // PERSISTENT SIMULATED DEPLOYMENTS // Embark on operational campaigns that span several weeks at a time. Save your progress and continue where you left off. // AIM HIGHER & TAKE TO THE SKIES // Become a pilot and join our Whiskey Air Team to provide ground troops with the support they need. // BASE BUILDING & LOGISTICS SYSTEM // Players can build fortifications, establish FOBs and COPs, transport materials, and conquer terrains. // HIGH QUALITY DEDICATED SERVERS // Experience minimal lag, 99% uptime, and focus on enjoying the game. We offer multiple servers including a training base, and a sandbox in addition to operations. Our dedicated servers utilize Headless Clients to load balance AI calculations and ensure great performance and responsiveness. // LEAD THE WAY // Develop leadership skills through our NCO Professional Development Program (NCOPD). Leadership courses designed by active and former military re-imagined to fit into Arma. We welcome new leaders and it has always been said that what you get out of this unit is dependent upon what you put in. // TRAINING CLASSES PROVIDED // Training is half the experience that ArmA can deliver - if done right. Learn FO/FDC procedures from active and retired Army, or jump in the cockpit with actual pilots. When a new player joins the unit, the first step is RASP (Ranger Assessment and Selection Program). RASP is the only required training course for all users to complete. Many other additional classes and programs are offered, but are entirely optional to the player. Additional training classes offered include: Ranger School, JFO, FO/FDC, DMR, Advanced RTO, Advanced Medical, Reserve Pilot Program, Pilot Rotor Qualification, Pilot Fixed Wing Qualification, BLC, ALC, SLC, Recruitment Officer Training, and Sapper. ___________________________________________________________________ --Teaser Videos-- https://www.youtube.com/watch?v=HQtIwAYTmuY https://www.youtube.com/watch?v=LrrYBYoMC1U https://www.youtube.com/watch?v=36ySR8Er808 https://www.youtube.com/watch?v=CQVuVxEV1r0 ___________________________________________________________________ --Official Website-- 21strealism.com TS3 Info: ts3.21strealism.com [PASSWORD: fubar] We look forward to your future enlistment!
ARMA 3 - Arrowhead Community Server [sRV] EU-ARROWHEAD.NET #1 - Conquest Large - CTI - [Hardcore] [sRV-IP] 188.8.131.52:2302 [TS3] eu-arrowhead.net [TS3-IP] 184.108.40.206:9987 [WWW] eu-arrowhead.net [Work in Progress] About Us: Arrowhead is an international gaming community focussed on Arma 3. We provide an immersive player vs. player experience, emphasizing simulation and tactical realism where a strong will, teamwork and communication is key. Victory is not achieved, it is seized. What is Conquest Large? Conquest Large is our own variation based on BECTI which is created by Benny. With this game mode we provide players with a military experience without limiting the great features ARMA 3 has to offer. Every weapon, attachment, armoured vehicle, chopper and jet is available on our server. The main goal of both teams is to extend control over possibly the greatest number of territory points which are spread over the entire map. The more territory you have, the more supply income you generate for your team. Thus providing the ability to allow for more upgrades. The territory you control will function as a respawn point for you and your team. Additionally you can use the redeploy function near the HQ to deploy yourself to one of these territory points. These points are definitely a valuable asset in the field. To capture a territory point, move to the marked location on the map. A territory point consists of a main capture point and several camps surrounding it. The process of capturing can be speeded up. The more players are present, the shorter it will take to capture it. Capturing can be interrupted, when the enemy players team come within the territoryâ€™s border. In that case, the advantage in numbers within the territory reach works as a decisive factor. The end-game goal is to find- and destroy all of the enemy structures. This goal can be accomplished in many ways. For example your team can choose to cripple the enemyâ€™s supply rate income by capturing and holding more territory, which will in turn provide your team with a technical advantage in the early- to middle game. Of course there are many other tactical approaches a team can take.