Jump to content

Search the Community

Showing results for tags 'arma3'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • TAKE ON MARS
    • ARMA 2
    • ARGO
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Die Hard OFP Lovers' Club's Topics
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI

XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 257 results

  1. 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!
  2. For the Arma 3 Alpha we have decided to make use of our own Feedback Tracker (FT - opened with the release on March 5th). Some of you will wonder why we do not use the DevHeaven Community Issue Tracker, so I will try to explain our rationale in this post. First of all, let me thank the people involved in running CIT, such as Sickboy, kju and the rest of its admin staff! Big thanks as well to those who took the time to report issues, work on good repro methods and validating fixes. This has especially helped with the ongoing development of the Operation Arrowhead beta patches. It's good to have a dedicated place to track issues, rather than to contain it all within the forums. That leaves these forums to be a place of discussion and community collaboration. For the Arma 3 Alpha we however wished things from the tracking platform that CIT did not currently do. I have no doubt its creators could eventually implement some of what we needed, but we had to get it up and running very quickly. Most of it was about direct administration control and connections to our own web services. In our vision for Arma 3, the consistent and complete package is important. We feel the Feedback Tracker is part of that, and so it should feel as close as possible to the rest of the websites and the game. If we decide to make a subtle change quickly (e.g. an artwork or disclaimer text), we need to be able to immediately get it done via our own web team. We are also expecting an influx of people who have no experience with CIT or our community at all. We need a platform those people can easily find and use. They should not be confused about whether the platform is official or not. In the end though, no matter what platform is used, the goal is for us to cooperate with you: developers and the community. We'd like to ask you to help us to do that. By reporting issues to us in a good way, we can do our best to correct them. By voting you let us know which issues are of key importance to you. On our end we are getting our pipelines ready to be able to more frequently update the game during Alpha, Beta and the main release. We'll have a default branch on Steam where we release major and tested updates. Interesting for rapid iterations is the Development branch, where we'll let any of our developers update data much more frequently. Sometimes this will break that branch, but a key differentiation to OA's beta patches: data updates are used more. Fixes are not primarily focused on the programmers. Also let me introduce you to our Senior Quality Assurance team member: Astaroth. He will be your Community QA Liaison - which means he'll help the team stay aware of issues being reported and voted on. That's not to say the rest of the team will not also be using FT: we are encouraging as many of our developers as possible to keep an eye on it. We hope CIT can continue to provide its excellent services to many other projects such as the community's. Please join us in creating a stable and optimized Arma 3 game
  3. Hi there, Over the last two to three weeks, I've been unable to remain connected to an ARMA server to which I previously had no problems with. I am able to slot into my position, load into the map, and begin gearing up, before anywhere between one minute to four minutes later, I'll get kicked with the message "You have been kicked. BattlEye Client Not Responding." Thus far, I have tried the following: -Updated my network drivers. -Disabled my firewall. -Disabled anti-virus. -Ping tested external sites to ensure I was getting a steady connection out. -Rebooted my router, numerous times. -Rebooted my PC, numerous times. -Attempted to load the game in numerous ways, by launching with mods directly into the server via the ARMA 3 launcher, and by loading the mods first and seeking the server through the in-game server browser. -I've uninstalled and reinstalled the game four times. -I've uninstalled and reinstalled the mods five times. -I've verified my game cache. -I've deleted all BattlEye files, and then re-verified game cache in order to re-download them. -My network is stable, and fast. I download at 40MB/s. I have no trouble connecting to any other game or service. It's only ARMA, and only BattlEye with ARMA. -I have added exceptions to my firewall, and disabled it entirely, to no avail. And finally, I've gone as far to reformat my entire computer, and reinstall Windows. This still hasn't fixed the problem. I am out of ideas, and I could really use some help. Less than three weeks ago, I could connect and play to this server fine. Nothing has changed on their behalf since then, either. I've checked. (It's my milsim unit for ARMA. I've spoken to the server admins and mission makers.) Thanks,
  4. SITREPs

    In this thread we'll post updates in the form of quick SITREPs about ongoing work during on Arma 3. These will include things like high-profile fixes, content additions, focus areas, announcements, and general development chatter. Keep an eye on the Dev Hub for all the details. ---------- Post added at 16:09 ---------- Previous post was at 16:06 ---------- Full SITREP
  5. PBO File Format

    Hello, I am currently working on a PBO Manager-like tool which would aim to be able to extract any PBO file format without crashing (unlike other PBOs Manager wich crash depending of some variants). To do so I've looked for some documentation regarding the format, and found two pages: - https://community.bistudio.com/wiki/PBO_File_Format - http://wiki.xentax.com/index.php/PBO_SREV The documentation found is quite incomplete, as for an example, documentation on the magic bytes is nowhere to be found in the Bistudio wiki. Here are the two file formats I've found and one which I could not find any resources in either wiki pages: Regular Format: /* Magic Bytes [A0 73 72 65 56] - Followed by 17 null bytes */ struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... Variant Format: /* Magic Bytes [00 73 72 65 56] - Followed by 16 null bytes */ struct { Asciiz someString; ... Asciiz someOtherString; uint8_t nullByte = 0; struct unknownStruct { /* Unknown Data of approximatively 45 bytes (varies between PBOs) */ }; }; struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... You'll note that both are distinguished with their magic bytes, with the first byte changing for the variant format and the extra null byte in the regular format. What does represent the first byte of the magic bytes sequence ? Why does the null byte sequences in the magic bytes sequence varies depending of the format ? What does it represent ? What are the strings of the variant format used for in the first structure ? What are the unknown data in the unknown structure in the variant format ? Why does it vary ? Thanks for your help !
  6. First Platoon 'Zbor' - Recruitment Requirements: - You must be at least 16 - You must have a fully working microphone - Be social. We’re looking for people, not extra numbers - Proper English - Europe timezone Unit facilities: - Dedicated server - TeamSpeak3 & Discord - Relaxed and Fun Environment - Simple ranking system The First Platoon ‘Zbor’ is a semi-realistic milsim unit that is based in Europe. As a semi-realistic unit we strive to offer our members a fun, enjoyable as well as immersive experience throughout many conflicts in the world. With us you will experience anti-insurgency, insurgency and full-frontal warfare. Who are we: We started of back in 2014 as a group on a DayZ server as well as playing ArmA 3 occasionally. In the February of 2018 we have finally formed ourselves as a unit on ArmA. The First Platoon ‘Zbor’ currently operates on a platoon level, as stated by the name. Our Discord is currently occupied by 30 members, some of which are ex or present members of armed forces around the world, alongside veterans of the ArmA series and newcomers. What we do: Through our time as an ArmA unit we have done a large variety of scenarios. From British Raids in Norway in 1943, to the Donbass War that is going on today. We look to provide an opportunity for people to experience all kinds of warfare, everything from special operations, anti-insurgency, insurgency and even full frontal war involving Air, Land and Water. Alongside scenarios and quick missions, training for new recruits and those who want to learn something new. We also offer a World Simulation, where each of our persistent campaigns can be seen, and afters its end, the result of it can impact the story of the world we are currently in. We have several Mission Developers who are highly talented and capable. Alongside this we have our own mods as well. We also take suggestions from our members and involve everyone in the storyline. YT: https://www.youtube.com/channel/UCvR4u23CX5_dSUrn7KAcW-Q Discord: https://discord.gg/Eqpwy8F Website: https://www.guilded.gg/fpz Arma 3 Unit: https://units.arma3.com/unit/zbor
  7. SPOTREPs

    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
  8. TECHREPs

    The TECHREPs will contain the changelogs for updates to the Arma 3 Tools suite on Steam. Keep checking the Dev Hub for all details.
  9. Taking a break from other mods i came to the Conclusion the AAF could really use a new coat of paint. Inspired by TEC_CSAT. the LM_AAF overhaul will include new weapons, Gear, and vehicles for the AAF to give them a fresh feel. This mod will NOT require other mods to use Plans/ Features. (* means not done yet) Gear: ArmA 2 PASGT/LWH port with goggles varaint ArmA 2 Coyote pack port* Uniforms in 3 AAF themed Lizard Variants Weapons: CR-4A3 Series rifles (M4A3 port from ArmA 2 OA) with CC-4A3 variant retextured Mk200 LMG * retextured Mk20 and Mk20C rifles * Vehicles: Spartan AH1 (AH-64D port from ArmA 2) APC-113 chelóna (M113 port from ArmA 2)* Reskins of current AAF vehicles* Units: (gear is in for most part just not all of it) Altisian Armed Forces Army (AAF-A)* Altisian Armed Forces Air Force (AAF-AF) Altisian Armed Forces Airborne (AAF-AB)* Altisian Armed Forges Guard corps (AAF-G)* yet to be named Altisian Armed Forces SF group * Republic of Altis and Stratis Army (RoAS-A) (Based on the canon ending to ArmA 3's main campaign, BLUFOR)* Republic of Altis and Stratis United Nations contingent (RoAS-UN)* Generic pictures AAF Airborne Post-East Wind AAF (RoAS-A and RoAS-UN) Credits: Camo @ Facepunch camouflage thread V2, i cant remember the original author of the pattern i modified but credit is to them BI @ ArmA 2 Samples PolyG @ assistance with the project (Will be helping with vehicles)
  10. Vest Weights

    Hey guys. I've been trying to get my vest to weigh properly for awhile now, but I just can't seem to get the weights right. As I can't exactly find a topic specific to vest weighting and modding, (mostly on uniforms) i'd like to seek advise on the best way to do this. I've tried using the A3 character modding guide via 3ds max and I think that it's more suitable for uniforms. I'd like my vest to be rigid as if there were armor plates in them. My question is, am I doing this wrong? What is the common way of doing this for experienced modding teams out there i.e RHS, VSM. Do they do it manually in O2 or in an external program such as 3dsmax or Blender? Thanks in advance!
  11. Hello, if my own headgear is on the ground, there is no model (it is invisible) What I've to change in my config? enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class polizei_einsatzhelm_var { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class polizei_einsatzhelm : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Polizei Einsatzhelm"; author = "CSSx3"; picture = "\Polizeihelm\rl_icon_polizeihelm.paa"; model = "\Polizeihelm\rl_polizeihelm.p3d"; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\Polizeihelm\rl_polizeihelm.p3d"; modelSides[] = {3, 1}; class HitpointsProtectionInfo { class Head{ hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 10; // addition to armor of referenced hitpoint passThrough = 0.6; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; };
  12. 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
  13. Hello everyone! Many servers administrators already use / used the benefits of the Headless Client in your missions. So, they probably faced several errors such as: HC that does not connect, connects and get kicked, connects and stays with an hourglass, without working (for this I have not seen any solution until the present moment, and we think we have a solution). After several tests in 2 different environments (a Windows 10 professional server - a test server - and our main server machine – windows server 2016) we discovered something that can help everyone with the problem of the hourglass HC. Administrators often use programs to manage their servers, such as SteamCMD, TADST, FLAX, and usually install an instance of Arma3Server (to use as the main server instance). Some also installs an ArmA 3 client to help with HC configuration. So far so good, but the catch is the moment that we keep the steam logged on the server (we usually leave online the steam that have the ArmA 3 client purchased). We saw that the HC worked flawless in our test server and the main server suffered with the hourglass HC. So, what we notice different on the 2 environments was (in addition to the versions of windows): * The test server always has a steam logged that does NOT have the ArmA3 client installed and, the main server, the steam logged in HAVE an ArmA3 client license. So we changed the main server environment to verify if this was the problem: * We started our main server with a Steam account that does NOT have the ArmA 3 Client, but only the Arma3 Server. Therefore, we conclude that the HC work properly when the steam account on TADST or FLAX is different that are running on server, when you start the HC instance (this prevents Steam ID conflicts and errors). We hope this information helps the ARMA 3 server administrator who use HC. Greetings from CCT – Comunidade de Combate Tático Brasil, a Brazilian Arma Community since 2009. Portuguese version: Olá a todos! Muitos já utilizam/utilizaram os benefícios do Headless Client para o servidor. Portanto, devem ter se deparado com diversos erros como: HC que não conecta, conecta e leva kick, conecta e fica com uma ampulheta (este até então, sem solução simples, pelo o que pesquisei até o momento). Depois de diversos testes em 2 ambientes diferentes (um servidor com Windows 10 profissional - este sendo um server de testes - e o servidor principal do nosso clã - windows server 2016) descobrimos algo que pode ajudar a todos com o problema da ampulheta no HC. Os administradores costumam utilizar programas para gerenciamento dos seus servers, sejam manuais ou automatizados (SteamCMD, TADST, FLAX) e costumam instalar uma instância do Arma3Server (para utilizar como a instância principal do servidor) na máquina. Como já vi em alguns post, alguns instalam o ArmA 3 client para utilizar o executável do arma3server no HC. Até aqui tudo certo, mas a pegadinha está no momento que mantemos a steam logada no servidor (costuma-se deixar a steam que possui a versão do ArmA 3 client comprada aberta no servidor). Verificamos que no servidor de testes o HC funcionava perfeitamente e no principal existia o problema. Então, analisamos o que havia de diferente nos 2 ambientes que utilizávamos (além das versões do windows): * O servidor de testes sempre está com uma steam logada que NÃO possui o ArmA3 client instalado e, no servidor principal, a steam logada POSSUI uma licença do ArmA3 client. Então mudamos o ambiente do servidor principal para verificar se o que foi constatado realmente fazia diferença: * colocamos na steam instalada no servidor principal uma conta que NÃO possui o ArmA 3 Client, mas apenas o Arma3 Server. E ao executar a missão que possui o HC, o HC funcionou perfeitamente. DESSA FORMA, CONCLUÍMOS QUE PARA O HC FUNCIONAR CORRETAMENTE, A STEAM LOGADA NA MÁQUINA DO SERVIDOR DEVE SER DIFERENTE DA CONFIGURADA NO TADST, NO FLAX OU MESMO NA STEAMCMD (MESMO QUE NAQUELA CONTA NÃO POSSUIA UMA LICENÇA DO ARMA 3), POIS ASSIM A STEAM E O BATTLEYE NÃO ENFRETARÃO CONFLITOS DE ID ENTRE O EXECUTÁVEL DO ARMA 3 SERVER E O EXECUTÁVEL DO HC. Esperamos que isso ajude os administradores de servidores de ARMA 3 e que usam o HC. Saudações da CCT a todos.
  14. Please use this thread for discussion specific to the Release Candidate (RC) branch on Steam, when it's available in the weeks leading up to a release. The preferred method of reporting issues in that build is the Feedback Tracker. Thanks!
  15. 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.
  16. SECREPs

    SECREPs will signal the update of main branch for anti-cheat / security only. Typically this means only BattlEye files were changed, and the game is not changed itself. ---------- Post added at 15:26 ---------- Previous post was at 15:23 ----------
  17. So I'm making a kind of "shooting range"-scenario with live targets. On one place, I want the players to have the possibility to spawn enemy units. Per now I have a laptop with Init -> I have a SpawnAI-module with VariableName "spawn1", synced with a trigger with condition ->"Spawned" - that starts spawning of 1 enemy AI. When he dies, a new one spawns after 15 seconds. But I can't figure out a 'temporary disable' function. Help?
  18. Hi everyone! So we've just finally revealed what the "Orange DLC" project is all about: Arma 3 Laws of War DLC. For more in-depth information also check out our OPREP and Developer Diary on this project. Please use this thread to share all of your general feedback, thoughts, comments, suggestions, and more (but not too much more ). If you have concrete bug reports, share them on Feedback Tracker as per usual, and we'll try to get as many of them sorted ahead of the full release in future updates. Thanks!
  19. [BR] Server WOD

    Founded in 2011, a Brazilian Clan that has a Server to promote friendship over Arma 3! :)
  20. Carpe Noctem Tactical Operations Carpe Noctem Tactical Operations was founded in 2014, we are a mature Arma 3 community that aims to provide a realistic combat environment in our operations. We play missions on Tuesday and Friday using a custom modset designed to improve your Arma experience. The average age of our members is 25 years old, mostly from Central Europe and we want to attract mature and motivated people to the community. Our play style is semi-serious and in many respects very similar to ShackTac. We employ real tactics, techniques and procedures adapted for Arma 3. CNTO uses a rank structure, but it serves administrative purposes only, in daily interactions we are completely equal to one another. We are not a community that calls each other "sir" or features other role playing aspects generally associated with milsim units. Our goal is to have serious fun, not a tedious boot camp simulation. Both Arma veterans and newcomers to the series are welcome to join Carpe Noctem - previous Arma experience is appreciated but not required. We are a friendly, relaxed and organized community which enjoys playing a variety of games together and have a good laugh. We understand that players have other responsibilities and our core principle is that real life always has priority. Our minimum attendance ratio is one event per two months. Requirements: Minimum age: 21+ (rare exceptions are possible for applicants between 18-20) Friendly, respectful, good-natured and mature. Timezone range: between UTC-2 and UTC+3 Intermediate English - both spoken and written We offer: Active, mature and friendly environment Flexible attendance policy Membership in other communities is allowed Coop or PvP sessions every Tuesday and Friday, 20:00 UTC+1/+2(dst) Additionally we offer non-mandatory trainings Mod collection with dedicated repository Dedicated servers hosted in EU, exclusive to our members On demand organization of various other game sessions Most prominent mods used: Self developed CNTO Mods Advanced Combat Environment 3 (ACE3) Advanced Combat Radio Environment 2 (ACRE2) CUP Terrains RHS Escalation Where you can find us: Website: https://www.carpenoctem.co/ Teamspeak: ts3server://ts.carpenoctem.co Discord: https://discordapp.com/invite/4EkAKg4 Twitter: https://twitter.com/CarpeNoctemArma Best wishes, Carpe Noctem
  21. ─────── Structure ─────── Motivation Introduction Features Benchmarks Installation Usage Final words Changelog Requirements Download Screenshots ─────── Motivation ─────── Hello there, first I want to talk about why I made this - well there is a pretty simple reason. As a developer and as server owner you always need logs. You need logs to write debug messages, you need logs to make statistics for your squad, you need logs to be able to have a look on who did what when. Logs are awesome, and without them it would take much longer to find an error or to find out who shot who first, or how many players were on your server today. Let us have a look on the game log itself, the rpt log. It provides errors, if you have got some, and gives some debug information about startup and shutdown of the game. However since there are some errors in the game that write a nice little message every 1-2 seconds into the log-file, the rpt gets larger and larger ... and now find the one line you need. Imagine, you are a server owner, and you want to keep track on who connected when on your squad server for you and some friends. Why ? Well you like it to stalk other people, or wanted to play NSA simulator 2016. You could log who connected, with which player-ID and so on ... but where do these logs go? Well I always had to log into the rpt file. Often I search for one line which is between 1000 of other lines. That does not only take time, but it might also happen, that you do not find the line, even if you go through everything 10 times. That is where I had the idea, well ... why not create an extension where you decide where logs are placed, in which format, how they are named, if they should have got a time stamp, if this time stamp should be in 12 or 24 hour format etc. I wanted a simple extension where you setup a config, and then just call a function with content, and maybe optional a name which is used for separation. Simple but fast, with options, so that you can get logs from ArmA just the way you want it. I already made a extension called Arma3Log a while ago but I was new into extension writing, and you could have seen that ... it was slow and not very useful... but I wanted to do better and here we are. ─────── Introduction ─────── A3log is a lightweight logging extension for ArmA III, which allows it's users to write customized log-files with a very high performance. It is very easy to use, and does not require and advanced skills for the setup, or the usage. The log-files are adjustable in nearly every way, you could come up with in case of writing log-files. Even when dealing with a high amount of data, the server will not be slowed down and there is no data loss. As it is still in development, there will be improvements to the speed and the amount of features / settings. ─────── Features ─────── Timestamp inside the logfile Timestamp (Date) within the filename Extend the filename with the minute of creation Changeable timestamp format 12/24H clock Custom directory to place the logs (Full-/Relative path) Choose the name of the file Choose the file-extension Define a unlimited amount of custom log categories Separate each log category as one folder Define path and name of the configuration ini ─────── Benchmarks ─────── 1000 lines with 100 characters each: 0.052 seconds - diag_log 0.0159998 seconds - A3log (with all features enabled at v1.1) Extreme example: 100.000 lines with 100 charaters each: 55,895 seconds - diag_log 15,2 seconds - A3log (with all features enabled at v1.1) Note: The test conditions for the benchmarks were reset for every run. The value in seconds is the middle value of 10 test runs. The time indicates how long it took for ArmA to process the input and output of the extension, so how long the server was under heavy load to send the content to the extension. ─────── Installation ─────── Download the latest version (See download section for that) Extract the @A3Log folder and place it in your server directory Go into the @A3Log folder and make sure the the A3Log.dll is not blocked Edit the A3Log.ini file to fit your personal need -> Save the file Edit your startup file and add @A3Log to your -serverMod / -mod parameter Optional: To specify from where the config should be loaded you can define startup a paramter for the arma3server executable with "-A3Log=Configurations/Mylogs.ini" (Only paths in your arma3server directory are allowed so in this case you would have a folder called Configurations inside of your serversetup and in that you have the config file called Mylogs.ini) - This feature is WIP Remove the A3Log_examples.pbo inside @A3Log/addons, once it worked for you and you got example log files Done ─────── Usage ─────── The A3Log.pbo provides you with the A3Log function, which you can call from anywhere. In addiotion to that there is a serverside PublicVariableEventHandler (sendlogfile) to catch incoming log entries, which may be send via publicVariableServer So an example for serverside use would be: ["I am Superman!"] call A3Log; This one has no category defined, so it goes into the catch all log (See A3Log.ini for this) --- ["I am Batman!","ExampleLog"] call A3Log; This one goes into the ExampleLog.log, or what ever you called it. An example for sending a log from a client / headless client would be: sendlogfile = ["I am Batman!","ExampleLog"]; publicVariableServer "sendlogfile"; You might need to whitelist this in the publicvariable.txt from Battleye with !="sendlogfile" --- Or if you prefer remoteExec ["I am Batman!","ExampleLog"] remoteExecCall ["A3Log", 2]; //2 = send to server only and call is much faster Note: You would need to whitelist A3Log as a function that can only be executed on the server. --- So to describe the usage in general: The function A3Log (Serverside) handles the input and sends it to the A3Log extension. <Paramter> call A3Log; --- <Paramter> is an array [], which you can send up to 2 paramters in. [<text>,<category (This second one is optional)>] call A3Log; Attention! - If you want to rewrite the function that sends the log message to the extension, you need to include the information separator byte, which can be used in ArmA like this: <bla bla text> + toString[31] + <your-cool-category> //This all is from variable type string --- You can use this extension as client mod too, just make sure to disable Battleye, as the dll would get blocked by BE otherwise. ─────── Final words ─────── I will provide some additional usage examples and code snippets inside the A3Log_examples.pbo in the future. This is not a drag and drop everything will be logged for every mission you use addon. You still need to invest some time into the configuration and your setup, what you want to log. Since there are many versions of missions, which all differ in their code like an eventhandler for being killed or something, I can not provide code that fits with just a simple copy and paste. How ever I offer everybody to send me a request on these forums or via arkensor@gmail.com so that I can help him with either the setup or write some lines of code from him. I will expand this extension with my own ideas, and requests you guys might have, and it would be great to have some feedback on this. At this point I would like to thank Killzone_Kid, for making a great documentation and tutorials about extensions, which made me start with extension making for arma3. And thanks to my teammate Maurice for helping me with some magic c++ code! If you want to support me and my work, you can send me a donation via paypal. Thank you very much! ─────── Changelog ─────── v1.7: - [Added] x64 support for Windows and Linux . v1.6: - [Added] Optional console output for Windows. - Formating and preparations for a colored debug output Older versions: ─────── Requirements ─────── Windows: C++ Redistributable 2013 32-Bit - Download -> vcredist_x86 (This should be pre installed on all hosting providers) ─────── Download ─────── Download the file at armaholic.com: ─────── Screenshots ─────── This is my folder where I place my logs at serverdir/@A3Log/Logs: Note: Inside the folders are files which were written as the config had folder seperation enabled. License: If you have got any questions feel free to ask. Help me with your feedback to improve this project! Now have fun with it, and enjoy your clean log files :) Regards Arkensor
  22. ARM Group (Arma Relaxed Milsim Group) - Recruiting Now using: TS3 / A.C.R.E.2 TS3: 62.210.248.6:9992 COME AND SPEAK WITH US - ON NOW ________________________________________________ Mission is called: Sandstorm • Co-op with tasks already in place (zeus only for topup if needed) • Time spent on ambience details to give you one of the most immersed experiences. Mission synopsis: Takistan is currently occupied by the remaining Taliban forces, where they have consolidated resources in a bid to rebuild their strength. Recent reports state the Taliban are forcing locals to join their cause and if they refuse often receive punishments such as torture, death, theft or destruction of villages, livestock and oil wells. After several requests to the British Government for assistance from political leader Sher Ali Khan of Takistan the British Army have finally been deployed. Mission objectives: 1. Prevent the destruction of oil wells in the area. 2. Protect civilians Inc. civilian homes and livelihoods (farms, markets etc.). 3. Provide assistance to local rebels. 4. Neutralise detected IED's. 5. Destroy all Taliban forces. for further details go to our website ________________________________________________ ARM Group is open to anyone and was created for those who seek an instant action Arma3 milsim but don’t have the time to dedicate 2 or even 1 night a week. • Fast track ranking system - plus additional perks for each rank. (e.g. One member has ranked up just by demonstrating skills during training) • Training on the fly - extra available for those who want it. • Ops every 2 weeks. • Ops format decided via member vote - what map you want to play on, faction, loadout, MODs etc. • Friendly, relaxed environment. • We don't mind if you have other milsim commitments and only want to mission with us every couple of weeks. We want everyone to enjoy the experience so we are looking for people with the right attitude (knowing when to be serious and when to have fun). If you are interested then come and have a chat with us on teamspeak or go to: www.arm-group.info 1. Simply register on the site (registration is also needed to record promotions). 2. Go to 'Forum/Events' and read the details of the Op: Sand Storm (our 1st Op). 3. Reply to the Sand Storm forum post that you wish to attend.
  23. Hello, so i am trying to figure out the code behind checking whether or not an entire unit is dead Here is the code i tried but didn't have no success players = allPlayers; { if(side _x == west) then { //Exectute code for all dead. } } foreach _players allDead; can anyone help me?
  24. Ballistic missiles mod for Arma 3 [NOTICE] If you use things from this mod you have to credit us! Steam link to the mod "Ballistic missiles" : https://steamcommunity.com/sharedfiles/filedetails/?id=1383958112 Download the mod "Ballistic missiles" without steam (v1.1) : https://drive.google.com/file/d/1MRljlvqyoCTTxiMFl7s4-LGsB3qZ1d3w/view?usp=sharing ----------------------------------------------------------------------- Authors ----------------------------------------------------------------------- TILK : Realization of 3D models, import and adaptation of models in arma 3, participation in animation code and particle settings and debugging Mr.H : Creator of the missile launch interface, configuration of objects in arma 3, made the majority of the code with many code improvement and debugging ----------------------------------------------------------------------- Features ----------------------------------------------------------------------- Use ballistic missiles to create original and impressive missions (missiles cannot be used as a weapon) Basic launch interface provided Single player and multiplayer compatible (tested on dedicated server) Low resource consumption animation Risk of injury or death if you are within 100m of the missile during launch (damage also compatible with Ace) ----------------------------------------------------------------------- How to use this mod ----------------------------------------------------------------------- Place one or more missiles on the map Launch the missile(s) Method 1 : You can launch the missile with an interface by adding this function in the init of the object by using its variable name. For example, a laptop object with the variable name laptop1 : [laptop1] call TILK_fnc_isMissileLauncherInterface; Method 2 : Launch the missile by giving a variable name to the missile, you can put this function in a trigger or an addaction. For example, a missile object with the variable name missile1 : [missile1] call TILK_fnc_launchMissile; ----------------------------------------------------------------------- Credits ----------------------------------------------------------------------- Source of missile sound : universal-soundbank.com Thanks to Bohemia Interactive ----------------------------------------------------------------------- Images ----------------------------------------------------------------------- ----------------------------------------------------------------------- Advertising ----------------------------------------------------------------------- You can download Mr.H's famous satellite mod for Arma 3, here : https://steamcommunity.com/sharedfiles/filedetails/?id=1310581330 If you are mission maker my comrade RedBelette develops a mission framework for Arma 3 that you find here: http://steamcommunity.com/sharedfiles/filedetails/?id=1226877632&searchtext=red+framework ----------------------------------------------------------------------- Acknowledgements ----------------------------------------------------------------------- Many thanks to the TGV team ! ----------------------------------------------------------------------- Releases : ----------------------------------------------------------------------- V1.0 : First release of the mod V1.1 : Add V2 missile Missiles are now destructible but not targetable Flame size reduction during launch
  25. Task Force Goon's Air America (A*A) is the Air Wing that supports ground operations of our Special Forces unit ODA-951. Our primary mission is to support and ensure the safety of the ground elements during insertions/extractions and to provide CAS to be a force multiplier when needed to make sure the mission is a success. Task force goon was founded/run by active military/veterans from all branches. We are a milsim group and we conduct ourselves as true to life as we can during training and operations with regards to planning, tactics, and execution. A*A fly mostly rotary aircraft, but are looking to add in a bit of fixed wing to vary the "options" for ground support. Duties include Insertions, Extractions, CAS, ISR. REQUIREMENTS - Must be 25 years or older - Must have a legit copy of Arma 3 - Previous military experience desired, but not required were looking for like minded people. - We are on east coast time. - Operation nights: Sunday 8pm-10pm, - Mission/Training nights: Sunday 8pm-10ish Wednesday 8-10ish, Air only training Thursday 9-10:30ish - We fly/play in 1st person ONLY, no exceptions Still interested, we would love to talk to you. Go to our website and follow instructions there: http://www.taskforcegoon.us/recruitment
×