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Found 441 results

  1. Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Arma 3 Aegis is an unofficial expansion centered around the vanilla game's 2035 setting. Along with new factions, weapons, vehicles, and gear, Aegis provides a platform update that overhauls several weapons and vehicles to make them more authentic to their real-life counterparts, while remaining loyal to their Armaverse depiction. Aegis is actively updated, with new content being added frequently. Arma 3 Aegis is currently in its beta stage, some content may be work in progress, removed, or yet to be implemented. Credits Content Download & Images
  2. Hello everyone! I have a problem with scripting for dedicated servers. I have a mission for Multiplayer, but there is an AI bot that should get in a helicopter and fly to some waypoint, land and get out. I used the following script for that and it worked. But I've tried to use it now and it works appropriately only in Eden Editor or hosted server. Please help me what am I doing wrong. Also I'm trying to move an object (hedgehog) with the scripts presented below, but there is a strange behavior. They are rotating before move and are moving with delay. I have this code in init.sqf file Thank you in advance! if (!isServer) then { border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; pilot1 addAction ["<t color='#00FF00'>Go!</t>", { [] spawn goToAirport; }]; }; moveToEast = { removeAllActions border1; border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11310.616, 5955.567, 0]; border1 setVectorDir [0.152, 0.764, 0]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; moveToWest = { removeAllActions border1; border1 addAction ["<t color='#FF0000'>Lock eastern way</t>", { [] call moveToEast; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11280.235, 5917.037, 0]; border1 setVectorDir [359.389, 2.748, 285.230]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; goToAirport = { removeAllActions pilot1; if (!isDedicated) exitWith {}; pilot1 assignAsDriver helicopter1; [pilot1] orderGetIn true; waitUntil {pilot1 in helicopter1; }; sleep 5; _grp = group pilot1; _wp1 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp1 setWaypointType "MOVE"; _wp2 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp2 setWaypointType "GETOUT"; };
  3. First off, I love Arma! It's my most played steam game and it's where I've met most of my best friends on steam. However, there are some things that I really dislike about Arma and I wish were done differently. [THIS WILL BE A LONG POST, SO I'LL PUT A TL;DR AT THE END] • Overall polish and attention to detail isn't very good. The damage models need a complete rework. It would be cool to see blood where I actually got shot or to see dents/scratches on a vehicle where I hit something. Actually seeing the rocket being loaded in your RPG and seeing the medkit when you use one, having proper animations for ladders and stairs and more fluid animations that affect what your character is interacting with, like opening doors on houses and vehicles, and Having your character pull his gun closer when hes near a wall so your barrel doesn't stick through. These things seem so little and useless, but they can actually go a long way in making players feel more immersed and like they're playing a more fleshed out game. Tarkov is a great example of good fleshed out animations. • Vehicles. They're good for getting you from point A to point B if you take the main road, they're a deathtrap if you use them for anything else. Hitting a bush shouldn't destroy my tires and headlights while almost killing me in the process. PLEASE, just turn off collision for any bush that's smaller than an offroad! Also, why does your vehicle explode after hitting enough things? Literally no vehicle does that. I play a lot of wasteland, and sometimes you have to use a vehicle as your main weapon, whether it be a hatchback or an offroad. If I ram into another vehicle, it's RNG whether I live and the enemy dies, the enemy lives and I die, we both live, we both die, or one or both of us goes flying off into space. It's extremely annoying. My solution is to make a new damage mechanic for vehicles. If I ram into the driver side of an enemy vehicle going less than 50KMH, the enemy should die and I should be severely injured. Anything over 50KMH and we both die. Something like that. Things should be switched up for armored vehicles as well. Nothing should be completely destroyed by 1 rocket or missile unless it's from a jet or a helicopter. Ifrits, Hunters, and Striders are completely useless if the AI or enemy has an RPG. Instead of having 1 rocket blow up the vehicle and killing everyone inside, make it so that 1 rocket just disables the vehicle and also make it RNG on who dies and who gets severely injured. Each launcher should have their own damage multiplier and each APC and tank should have a multiplier on every side (Front, back, left, right, top, and bottom). Hitting a specific part of a tank or APC like the track or turret should always disable it. IMO, this will make the combat between players and vehicles so much more balanced and fun. • Animations should be interruptible and be able to be performed while moving. If I'm healing and hear an enemy walking up, there's nothing I can do but spin around and hope they have the worst aim in existence. It would be nice if I could stop the animation and take my gun back out to take care of the enemy, then start healing again. If I could move while healing, then I could walk into a room or around the corner in order to finish the animation. Let me pull out my pistol to cancel the reload animation if I need to kill another player quickly. Also, this is something I saw on one of Crowbcat's videos, lets say that I just killed an enemy in KOTH and I only have 8 rounds left in my mag, I go to reload and then another enemy rounds the corner. It would be awesome if I could left click and have my character quickly put back in the mag that has 8 rounds left in order to finish off the enemy, rather than taking the time to get a new mag. Speaking of left click, that would be a good keybind to cancel animations. • This is kind of small, but having preferences for each gun and scope in the options so that each time a player picks up a gun or attaches a scope, it will be suited to their play style. If I pick up an MXC, I want it to be on full auto and zeroed to 200m, and I don't want that to change unless I change it manually in game or in the options. If I drop the weapon and pick it back up, it should be just the way I left it. • The AI is mega dumb. I shouldn't even need to explain how bad they are. There's literally more improvements you could make on the AI than you could on the actual game! They have god like aim, they just sit there and crawl around, they see you through bushes and walls, and they can even magically walk through solid objects. Not even full Lvl 5 armor will protect you from getting 1-tapped by these gods. My fondest memory of them was on Wasteland on the Stratis map. Me and some friend were driving to a mission when an AI on the airfield 1-tapped me out of the back of an offroad going 40KMH from over 600m away. • Weapon sway is unrealistic and annoying more than it is immersive. The sway is so slow and all over the place when it should be more controlled and shaky/twitchy. I mean, come on. You're a highly trained soldier and you can't even walk 10 feet in your gear and still have accurate aim? You literally need to stand still for 2 minutes or have a bipod to be accurate in this game. The current sway animation is just a handicap for gameplay and immersion. It should be reworked. • Player damage and Armor. Each armor piece should have a multiplier for each type of round, and the armor should lose durability each time it gets shot and have less protection the lower its durability is. Players should have a set HP that goes down every time they get hit, and it should continue to drop unless they use a medkit. If I get shot in the arm, my aim should be extremely shaky, if I get shot in the leg then my movement should be slower and I should have a limp. The slow painful limping animation your player gets when they take enough damage needs to go! With no armor and an MX, a player should be dead with 1 shot to the chest, head, and stomach, and 2 to the legs and arms. With All level 5 armor and an MX, a player should die in 2 shots the the helmet, 4 to the chest, 3 to the stomach, 5 to the legs, and 6 to the arms. There are times when I've killed players with level 5 armor using a TRG faster than I've killed players with level 3 armor using an AK-12. That's dumb. Damage and armor should be consistent. • Aiming and shooting should take priority over any other keys held. The delay from when you stop sprinting and ADS is a bit much IMO and one of the many annoyances in PVP. The moment I right click, my character should stop sprinting and ADS. Same with firing. • I'm all for extra content, but NOT if it offers a blatant advantage. The best guns in Arma 3 are DLC. The AK-12 outperforms all other assault rifles. Period. The Cyrus and Mar-10 are the highest caliber weapons that can be silenced and easily outperforms the MK18. Don't even get me started on the MMGs. There should have already been an AK style rifle in the game to begin with and they should have gave us at least 1 gun in .338 and 9.3 before or closely after they released the marksmen DLC. I know that a skilled player with an MX can easily beat an amateur with an SPMG, but not every gunfight in Arma is between a nub and a veteran player. TL;DR •Polish and detail is suck. Tarkov style animations and a better damage model would be nice. •Vehicles should have a different damage mechanic and tanks/APCs should have better/more consistent damage multipliers for each side of the vehicle. •Animations should be interruptible with a left click. •Having gun preferences in the options and having a gun stay the same after you drop it and pick it back up (Zeroing and fire mode.) •AI... •Weapon sway is OP •Armor and damage should be more consistent. •Aiming and shooting should take priority over any other keys held. •DLC is a bit on the P2W side. I'm sure there are more things I could mention and I could have elaborated better on some things, but It's late and I'm tired. Sorry if there are any spelling or grammar mistakes. I'd love to read what you guys think should be different or why some of the things I mentioned should not be!
  4. What are the EL76_Logistics? This is a logistics mod package, which we have been using at Gametwitter for a long time, but now we want to make it available to the public. Why EL_76? Quite simply, because the mod developer in our clan is called that. Release Date? When it´s done | 2018 Are there dependencies to other mods? CBA_A3, ACE3 What does offer EL76_Logistics? 1. LCM-8 Landing Craft This landing craft offers you a real powerhouse on the water. The ramp can be lowered for the pleasant driveway of the vehicle or for entry of the infantry. The vehicle offers space for 16 soldiers and a driver on board. In addition, a vehicle can be added. 2. Floating Bridge These swimming bridges are powerful ways to continue on the path over water. Your pioneers will be pleased about this quality product. This makes it easy to put a pontoon bridge over a water hazard. So that they do not have to transport the bridges individually, we have supplied the good old MTRV from Arma2 as a transport vehicle. Thus you manage to transport five of these floating bridges in one go. 3. Faltschwimmbrücke (FSB) German Army In a very early stage of our development department are the so-called floating folding bridges. These offer you the full potential of a floating bridge. Since the topic of occupational safety is very important to us, there are hinged handrails. Thus, their vehicles and infantrymen can not take an involuntary dip in the water. 4. Powerfull Modules In order to be able to build up a high-performance logistics even with a shortage of staff, we have developed the GT_Support modules. These offer their mission farmers numerous methods to bring supplies to the troop.
  5. In need of an Air Assault Consultant

    Hey everyone! To make it short I'm thinking on making an Arma 3 series portraying an Air Assault Squad; however I am in need of someone who has knowledge or a background with an Air Assault Squad. Everything from tactics, terminology, protocols etc. I want to make this series realistic as possible to avoid any misrepresentation. "Theirs nothing worse than misrepresenting our armed forces!" Please PM me or reply here if anyone wishes to help! Thank you!
  6. 39th Battlion

    About The 39th Battalion is an ARMA 3 Simulation Clan. Established in early 2013, the 39th Battalion Arma Clan fosters the memory of Australian Infantry soldiers who famously defended against the advance of the Japanese Imperial Army over the Stanley Ranges of Papua New Guinea during World War 2. In observance of their sacrifice, the 39th Battalion Arma Clan pursues all available Arma 3 and community wide resources, in concurrence with historical and modern military procedures in order to model ourselves on the proud men and women who serve in Australia’s Defence Forces. We implement realistic tactics, techniques, and procedures for our members, but we do not ask our members to do things like address other members by any title or salute in-game like some other full milsim clans. Our Operations 39BN runs a storyline driven mission once a week, that feeds into a campaign, these are our main mission nights which are every sunday night starting from 2000 AEST. Our campaign are 8 weeks and expect to see something new from our mission making team each week. We mostly play as infantry, but from time to time, we will have combined arms elements as support. Every Friday night is our beer and bullets night, we either play Escape From missions or a custom mission one of our members has created, these nights are designed to have a very laid back atmosphere. What we are looking for Must be over 18 although exceptions can be made . Must be respectful of others, as we are a group of all ages. Emotional maturity, no drama we all play video games and enjoy them! Weekly attendance for Sunday Operations as they are mandatory. What to expect FNGs (Fairly New Guys) are required to attend a minimum of 4 sunday missions over an 8 week period to be accepted into the clan. As a member of the clan, you are required to maintain a minimum 50% attendance rate for Sunday Operations, if you are unable to do so, you will be retired from the group. Fill out the Sunday Attendance signup sheet on your attendance which is either No, Yes or Late, this provides the mission maker the info needed on how to design the mission. Requirements Required to own ARMA 3 (base game only) Required to use Teamspeak 3. Required to having a working & clear microphone. Required to have Discord, as this is our primary communications tool to keep players informed of upcoming events in the group. Required to use Arma3Sync to access our mods. Mods 39BN uses RHS, ACRE 2, ACE3, Project Uncut and an assortment of other mods packed into our own modset, which isn’t available on the steam workshop. all the mods are available via our own Arma3Sync repository. From time to time, we will use a total conversion mod that is fitting to Australian operations like a vietnam campaign using the Unsung Mod or WW2 pacific. DLC We do not require you to own any ARMA 3 DLCs to play our Sunday Operation missions although missions on other nights may require them. How to Join You can fill out your application then join our Discord. For More Information Our Website Our Youtube Channel Our Wiki
  7. Hello !! First of all i read this topic: And i creat this topic in a french forum but nobody can help me after 3 days: https://altisdev.com/topic/13345/terrain-builder-s_000_000_lco-paa I write now in this forum because i think, you are more qualified :P So i have the same probleme and i can't solved :( I have some screen like: https://www.casimages.com/i/181021073223407977.png.html and https://www.casimages.com/i/181021073225241112.png.html Thank's for reading me :) I have a little gift for my hero ! Have Fun !!
  8. Hey guys, i kinda wonder whether there's any official info concerning the new enfusion engine in the works right now and whether this engine will generally be able to support ported maps, assets and missions from arma 3. I am 2000 hours in and i feel like i have a couple more thousand hours left before ''maybe'' getting close to being done with arma 3. I really like the setting, the maps and assets and stuff. Since Enfusion will probably be the most extensive overhaul and advancement for BI games from a technical perspective, i fear this old practice of porting over maps and assets from older arma titles might not be feasible anymore. You think Enfusion will be a clean slate and all old stuff will stay with arma 3 'as is', or might we be lucky and be able to get the major part of arma 3 assets ported to whatever future armaresque title BI might throw our way?
  9. Frontline is a PvP mod that brings the same structured teamwork orientated gameplay found in games such as Project Reality, Squad and the Tactical Battlefield mod back to Arma 3. The aim is to create a set of realistic game mechanics and systems that puts the responsibility on the players to play as a team to win. The majority of the features of the mod will be very familiar to players of the aforementioned games/mods. Roles and squads Commander features and command structure Rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Vehicles and assets become available at specific player numbers. Medical system Custom suppression effects Squad radar Spotting system Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Vehicle Maintenance Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher. Excellent performance relative to other game-modes that have large player numbers Smooth and polished interface and systems AI fighters only for when the server is waiting for actual players to join But why is it called Frontline? Because we fight on the Frontline! Gone are the days of fighting over arbitrary buildings and locations, now territory is king. You decide what locations are tactically relevant the whole battlefield is your playground. Push the Frontline by taking and holding ground, the team with the most territory bleeds the other of tickets, the more territory the faster the bleed. The Frontline constantly updates and flows with the shape of the battle forces the teams to play together, communicate and fight in a realistic manner. Flank enemy squads to cut them off from reinforcement and supply, probe for undefended gaps in the Frontline and breakthrough. Timelapse 40x speed of a battle (youtube) Typical reaction of a player seeing the frontline for the first time At the moment the mod is played in conjunction with either RHS or Iron Front mods . The only place to play it is on the server run by the development team (this will change as the player-base expands). The mod and it's dependencies are available on steam workshop. If you have any problems installing please use the launcher we made. It's idiot proof. The steam workshop is there because people wanted it, and it works just fine, but we will only support/help people installing with the launcher. Details of the launcher in the second post of this thread and you can get it on the website. The server also uses CUP terrains, Kunduz and some custom terrains that are all in the mod pack delivered by the launcher. Teamspeak is mandatory because of the mod-integrated Task Force Radio, but even if you don't have TS, the launcher will help you install teamspeak, take care of all the TFR plugins, open the frontline teamspeak, put you in the right channel, open TrackIR if you have it, launch Arma, put you into the server, and make you a nice cup of tea just the way you like it.) We have a website here https://www.frontline.frl/ but nearly all interaction with/between the community is on the discord On the discord we discuss feedback, trash-talk and organize events and playing times. We play at specific times, we don't yet have the player-base to have spontaneous games so we set specific game nights to get bigger games with more players and combined assets unlocked. So yes the server is empty most of the time, and no that does not mean the mod is dead. Come to the discord to find the time of the next fight, but right now it is every Wednesday (RHS), Saturday (RHS) and Sunday (Iron Front) at 1800GMT. Some background on the development: The mod has been in development for several years now, starting with a sub-section of the dev team that developed Tactical Battlefield. The SQF coding is built on top of the framework made by the AAW team. The tech behind the Frontline itself is something entirely unique to this mod. A whole Python extension framework has been built from scratch just to be able to execute our Python code on the server that takes care of "capturing" the terrain and computes a realistic frontline based on the situation in the AO. On a side note: we're quite proud of how we implemented it. In fact, we're so proud of our ingenious tricks used that we're currently (early 2018) going to Python conferences and giving talks about the gamemode. Its pretty cool stuff and as the bonus of fantastic performance.
  10. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  11. As of today, we're inviting external developers to send us their pitch for new third-party premium DLC for Arma 3 (be sure to read the invitation here). In the meantime, if you have any questions, suggestions, or concerns, we welcome you to share them here. Thank you for your interest!
  12. Introduction Established on 10/7/18 the 3rd Battalion 4th Marines aims to provide a unique experience to those interested in a Vietnam Era Unit. We pride ourselves in being a Serious but fun unit which likes to include a realistic and unique experience into our Operations. What We Offer While we are currently looking for more infantry focused players we do offer Air Crewman roles as our Pilots are currently full but when we do expand we will take your interest into consideration over new people. We also like to provide unique and immersive operations which allow you to live out your dream character as long as it makes sense and follows our Rules. Ranks and promotion points so you can rise up the ladder, but most importantly we offer a kind and welcoming community that will help you when needed and is always there for you! Positions Infantry Roles ♣️ While we currently are a new unit we do offer limited roles but as we expand new roles will be added. Do keep in mind this does also apply to the AirCorp Roles. - Machine Gunner - Rifleman - Grenadier - Lead positions ( Must talk to Commanding officers if you wish to become a lead position when joining ) Air Corp Roles ? - Heli Pilots ( FULL ) - Air Crewman ( Doorgunners ) - 1x ATC Operator How to Join Feel free to either add me on Steam or leave a comment but the most efficient way would be through our teamspeak! TS - 68.232.187.186:9001 Website - https://3rdbattalion4thmarines.enjin.com/ " Ready For All, Yielding to None"
  13. The Wrecking Crew The Wrecking Crew is a realism group that prides itself in its dedication to realistic and enjoyable game play, without the rigid aspects like permanent ranks and having to shout "Yes, sir" at a 14 year old. While we play mostly as British Forces to make coherent training possible, we have a whole host of players who come from all over the world, some as far out as Malaysia and South Africa. You select the role you'd like each week for our editor-driven operations, as long as you are competent and prove yourself by passing the required training sessions for that role, with some not requiring any. This allows you to vary from leading a platoon one week to driving a tank the next. The freedom to experience so many different types of game play without hindrance on the co-operation & enjoyability is something you will struggle to find in most other ArmA groups. Public Server If you would like to experience first hand what it's like to play with TWC, come join us on our public server. It runs different dynamic game modes made entirely in-house with a more relaxed game play than in our operations, but it will still give you a good insight in the community and play style. You don't need to sign up to participate on our public server, just the mods and to connect to our TeamSpeak server. We've created an easy to follow guide on how to get connected here. About our Operations Alongside a public server that runs 24/7, the biggest event our group hosts are weekly 'Operations' with between 20 to 40 people. As well as the occasional 'Joint Operation' with other groups which have encompassed up to 70 people total. Our operations span over a century of warfare, with a monthly rotation of World War 2, Cold War, Turn of the Millennium and Modern Operations. This means that in one month you can liberate a French town from Nazi occupation, halt a Soviet mechanised assault in the plains of Northern Germany, brawl with Iraqi armour in the deserts of Kuwait and patrol through the hills of Afghanistan, searching for insurgents. In these operations any recruit or member can play any role as long as he has received the corresponding training. In our operations we strive for maximum realism. We find real-life solutions for problems that we may face in game, while omitting more tedious parts of military duty like saluting, hour-long marches and range etiquette. We aim for the most immersive experience possible by having minimal HUD, first person only, a single life and using ACRE 2 for communications. Our operations take place on Saturday at 18:30 (UK time) and can last up to four hours or more. Interested in trying it out? If you're interested in participating in public, or signing up to try out our operations, you can check out our website for more information: http://www.thewreckingcrew.eu/. Alternatively, you can contact us on Discord, or pop directly onto TeamSpeak where any member will be willing to help you join with no hassle.
  14. I do like to introduce a mod created by me to improve the performance or to use unused resources. This has been combined with the render/view distance. The Ideo behind this is: What about having constantly 60 FPS and a good render/view distance? Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1516607781 Google Drive: https://drive.google.com/open?id=14SoIsXYNSXmUt0ABsgh3-9FAUFt7NCuc Well, let's say this mod is what you are looking for because of... 1st great view distance in air, 2nd high fps in cities like Kavala, 3rd greater view distance on hills or mountains, 4th balanced object render distance, 5th easy transitions from ground to air, like get on a helicopter without changing view distance manually This mod is all about performance and efficiency !ATTENTION! Using Vsync may cause a lower render distance Server Key is included! If you like this mod pay tribute by leaving a comment and vote/rate! I would be very grateful for feedback to keep improvement high! How to use the "Normal Mode" and change settings: 1. Start Arma 3 with this mod loaded. 2. Open the Video Settings Main Menu. 3. Set View Distance as your minimum render distance. 4. Set your prefered fps into the shadow distance field (only active when in Max Performance Mode) Your render distance is: On foot = inserted value In Ground Vehicle = inserted value * 1.5 In Air = inserted value * 2 In addition to this, your altitude above sea level is taken into account. To enter Max Performance Mode: Set the Object Render Distance to 500 If your View Distance is set to 500, set View Distance to 501. Check that Object Render Distance is still at 500! What is the "Max Performance Mode"? It allows you to define a minimum view distance for phases, on Foot, in Vehicle or in Air. This mode removes the factors 1.5 for Ground vehicles and 2.0 for Air. To enter it look at "To enter Max Performance Mode". Here is a video that shows mission test with the mod running in Max Performance Mode. Note for the mission: This is a heavily ai based mission, that holds up to 64 human player slots. In this mission are 200 friendly additional units facing thousands of rebels (Opfor and Independent). In a range of 700 meters, each (1400 km in total) are 300 to 400 Units minimum. Change Log: Update 27.09.2018 13:35 CET + Added FPS Settings for Max Performance Mode (Instructions at "How to use" section in the description!) Update 19.09.2018 20:10 CET * Improved rendering + Added a Max Performance Mode + Added adjustment via Arma 3 Render Settings Menu
  15. Hey people. I'm working on config for a tank, using other tanks as references to make sure my values hit at least close to workable. Trouble is...I can't seem to get the damned thing past about 28km/h. I can't seem to figure what's holding it back since everything I've checked seems to be at least similar to values for the two tanks above that both work fine. Here are my related entries in vehicles.cfg: accelAidForceCoef = 1.5; accelAidForceSpd = 1.4; brakeDistance = 12; brakeIdleSpeed = 0.1; changeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 }; changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.984848,0.424242,0.984848,0.606061,0.984848,0.575758,1,0.545455}; changeGearType = "rpmratio"; //Have also tried "effective" with similar issue. clutchStrength = 45; dampersBumpCoef = 4.5; dampingRateFullThrottle = 1.0; //1.4: T100 0.8: Kamysh dampingRateZeroThrottleClutchDisengaged = 0.65; //0.8: T100 0.5: Kaymsh dampingRateZeroThrottleClutchEngaged = 0.45; //5.0: T100 4.0: Kaymsh driveOnComponent[] = {"Track_L","Track_R","Slide"}; engineMOI = 12; //12 - T100 7 - Kamysh enginePower = 1119; //kW engineStartSpeed = 5; //common value epeImpulseDamageCoef = 18; //Same for T100 and Kuma gearBox[] = {-7,0,11,8,5.7,4.2}; //Same in T100 and Kuma idleRpm = 1200; latency = 0.5; maxOmega = 335; maxSpeed = 80; minOmega = 140; normalSpeedForwardCoef = 0.75; numberPhysicalWheels = 16; peakTorque = 5300; redRpm = 3200; sensitivity = 2.5; simulation = "tankX"; slowSpeedForwardCoef = 0.25; switchTime = 0.3; tankTurnForce = 950000; tankTurnForceAngMinSpd = 0.7; tankTurnForceAngSpd = 0.76; thrustDelay = 0.5; torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}; tracksSpeed = 1.35; class complexGearbox { driveString = "D"; //String displayed in HUD for Forward Gear neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. gearBoxMode = "auto"; GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}; //KUMA //GearboxRatios[] = {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}; //ANGARA moveOffGear = 1; transmissionRatios[] = {"High",11.5}; }; Can't seem to figure this on my own, so help would be appreciated! I've checked vehicle mass and it seems to be as expected (about 52 tonnes) Cheers, Law
  16. Hi all, My name is Jon and I am from an Arma 3/Squad/Post-Scriptum unit called 7th Cavalry Gaming - https://7cav.us . In October we will be running a fundraising challenge with other milsim units to raise funds for a charity called https://stackup.org . StackUp.Org is a US based charity that has several programs: 1. Send games and gaming equipment to deployed troops of NATO countries for use in their downtime. 2. They take deserving veterans on once in a lifetime trips to conferences such as E3, ComiCon and others. 3. They have volunteer support groups, primarily in the US, which serve as focal points for support and volunteer work. 4. They have a 24/7/365 crisis counselling service they offer via their discord which is available to anyone that is an adult. Essentially, they believe that gaming can have a positive impact on mental health. Their motto is Veterans are our Mission. Gaming is our Passion. We at the 7th Cavalry are a unit that has been in existence since 2002. We have over 300 active members. The fundraising challenge is a way for us to extend awareness of StackUp.Org to the community, to raise more funds overall for the charity and to motivate our members to raise more money. The idea is that each unit would pledge a minimum of $1,000 USD to the challenge, or $20 per active members, whichever is more. So our team goal would be roughly $6,000 USD. My personal goal is to find enough units to pledge a total of $50,000 USD to the campaign. We will collect pledges from our members starting 11 SEP 18 and ending 11 OCT 18. From 11 OCT 18 until 11 NOV 18 teams and team members will make their donations using the Tiltify site which tracks donations and teams and forwards the donations to the charity. On 10 NOV 18 at 11am eastern, our unit will run a 24 hours of gaming event that will run until 11am eastern on 11 NOV 18. This will signal the end of the fundraising challenge. If you are interested in participating or have questions, please contact me directly via the following methods: Read more: https://7cav.us/stackup Email: 7cavtraining@gmail.com Discord:Argus.J https://discord.gg/gfhnJAy Thanks!
  17. Hi, my name is CPT.D.Hodgson, as you can tell i am posting this to recruit more people into the 64th company. The type of Arma 3 unit we are is a united states army unit that specializes in on the ground assault ( sometimes mechanized ) combat. Also we have special forces such as Paratroopers, small arms squads and others. There is also a air wing that we need to populate so if you are interested in becoming a pilot that would be the place. We try to make our operations as realistic as possible so if your looking for the real thing, its here. However if you like making operations then there is always a chance for you, because we host weekly fun ops through the week that you can make yourself. If you are interested in making one of the fun ops one day then all you have to do is ask me or one of the other higher ranking officers. If you are interested in joining up add me https://steamcommunity.com/profiles/76561198161508694/, CSM.E.Johnson https://steamcommunity.com/profiles/76561198123879717/ SSG.T.Dixon https://steamcommunity.com/profiles/76561198090049326/ on steam. Once you have done so we will get back to you with further information for you in applying to the 64th company. Hope you enjoy your stay. The unit age is 17 upwards Also i have mild dyslexia so i apologise for any spelling or punctuation mistakes
  18. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  19. I have been working on a terrain for my mod and have been creating custom buildings for it. When I spawn the buildings in the editor to test them all is working fine(Checking if player is in bounding box returns true, AI follow paths). When I export to terrain builder and test the buildings after they are on the map, checking if player is in bounding box returns false and the AI will no longer use the paths. I have all the same geometry lod properties as the sample model from the Arma 3 sample pack defined. map = house class = house damage = no Prefershadowvolume = 0 sbsource = Shadowvolume I feel like I'm missing something in terrain builder because everything with the buildings works fine when just spawning the building in. Any help would be greatly appreciated, Losing my mind over this one. *edit* Seems that I needed to add a Land_xx class to the config to fix the issue. https://community.bistudio.com/wiki/The_Land_xx_class
  20. Hello Community, I am currently experimenting with the ORBAT Module and I need some new isignias for my campaign. The problem is I don't know which flags were used in the original singleplayer campaign nor do I know where to find them. For example this NATO Flag used in the oringal campaing: (Image) https://ibb.co/eNkaYe Thx for your replies :D
  21. 101st |Airborne| Division| Vietnam War ______________________________________Welcome to The War________________________________________ Who we are? A unit that simulates the Vietnam War, with quality, combat doctrine, brings the game to reality. We take films about the Vietnam War and turn it into a mission Unit activity in 3 stages basic training and advanced training Operational activity almost every day And special tasks. Operations and training are held three to five times throughout the week, typically starting at 2000 GMT, with a focus on tactical realism. We do not discriminate against nationality, race, gender, or religion. Clan FRT Fight for your country Fight the best unit in the Vietnam War - No 3rd Person - Al 3 Enemy + Scripts - Quality tasks - No NVGs while looking down sights - ACE3 Advanced Medical System - ACE3 Advanced Ballistics System - Stamina Enabled - Advanced Combat Radio Environment 2 (ACRE2) - Uniform & Equipment Standards - Cooperative PvE Missions - Positions: Assaulter, Grenadier, Autorifleman, Breacher, Medic, Zeus, Pilot (rotary/fixed) Join Here
  22. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  23. Hey, all. I've been attempting to create a mission for some time now, and every problem I've encountered so far, I have been able to solve... until today. Context: Simply put, the mission uses ACE, which has its own explosive framework, and to that end the ACE site does provide some useful information. Specifically, I've been using 'ace_explosives_fnc_scriptedExplosive'. The good news is, it works like a charm. The catch is that it only seems to work for explosives which are spawned in through the editor, and not those created by scripts. In my scenario, there is a trigger (code below). The idea is to have an area where all cars driven by blufor units have a demolition charge spawned and attached to said vehicle, then have it explode. The problem is the line '[_newEp, -3] call ace_explosives_fnc_scriptedExplosive;'. For whatever reason, it works wonders with explosives placed within the editor (and subsequently attached to vehicles), but doesn't do a thing for any explosive spawned in via script. I was hoping any of you, who are more versed in scripting, could shed some light on the subject. I am by no means an experienced script writer/programmer, and most of what I know is from hours of messing around, so any advice would be much appreciated. Condition Code executed by the trigger: count (nearestObjects [trig2, ["Car"], 50]) > 0; On Activation code executed by the trigger (via script): _carlist = _this select 0; { if (side (driver _x) == west) then { hint "true"; _newEp = "DemoCharge_F" createVehicle [0, 0, 0]; _newEp attachTo [_x, [0, 0, 0], "driverview"]; [_newEp, -3] call ace_explosives_fnc_scriptedExplosive; } else { hint "false" }; } forEach _carList; Where _carList is: nearestObjects [trig2, ["Car"], 50] If I had to chance a guess at what was happening, I'd wager that ACE is only applying its explosive framework to the explosives placed in the editor, while those spawned via script maintain their vanilla class attributes.
  24. Hello. I am 25 years old. I created a discord server for ARMA 3. Discussions about coop missions, scripts and mission making. I looking only for adequate people and over 18 years. I also looking for people who made adequate coop missions and know a little bit about arma mission making in general. Who have some basics about arma 3 scripting. Please no newbies, who started play ARMA 3 few days ago. Expectations of this server: - Find people who have played ARMA series and operation flashpoint for many years. Newbies who have played long time in ARMA 3 are too welcome - Find people who want learn scripting. The goal is: If the user ask some question about how to do this and that - another users will not give him a ready solution. They will give him tips so that he thinks himself how to do it Expected users: - Mission Makers (Low scripting knowledge) - Modders - Scripters (Mission makers with high scripting knowledge) - Advanced players Thank you for your attention https://discord.gg/GRcKfyY
  25. Arma 3 Flight Servers

    Hello everyone, I recently got into helicopter flight, I have been practicing for quite a while. I was just wondering if there are any online servers where I can just hang out and fly helicopters with other pilots, where there is no combat, but just flight and conversation. Anyone know of any servers that might interest me? It would be a great help! Steam name DownTownAustinB
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