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Found 218 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. Jetpack for Arma III Mod based on real project - "Jetpack Aviation" (http://jetpackaviation.com). Features: - Jetpack inventory is disabled, so I've added possibility to put second backpack on chest with stuff you may need on your task. - You can walk with backpack, but can't run (it's not limitation, it has been blocked intentionaly). If you start running by pressing shift or whatever is your key assigned to "turbo", you'll start flying. - Helmet mounted display. - Custom sounds (for now only bingo fuel). - The possibility of landing on buildings (and anything else detected as floor by engine). - G forces effects while flying instead of static animation: DEV screenshots: Instructions: - If you want to fly, just wear jetpack using action "Turn On and take" and press turbo key default "shift". - For refuel/repair you need special items which you can find in empty objects "Jetpack and stuff" category. *Classnames riten_jetpack_bp - jetpack riten_jp_repair - repair tool box riten_jp_fuel - fuel canister *Actions Turn On and take - use to pick up backpack and "arm" engines, if you pick up backpack manually it won't fly. BP on chest - puts your backpack to chest Take off BP from chest - take off your backpack from chest repair - repairs jetpack if you are close to repair tool box refuel - refuels jetpack if you are close to fuel canister Changelog - v1 Public relase Credits: - BIS for tools and engine - Community for tutorials that helped me start modding - Scripts, configs, model and textures by me License: This mod has been relased under Creative Commons (https://creativecommons.org/licenses/by-nc-nd/4.0/), only for Arma 3 use. >>Subscribe<<
  3. Have you played the various bits of playable content in Tac-Ops Mission Pack? Let's hear what you thought and how we might still improve it! Please be considerate to your fellow players and mark any spoilers appropriately - thank you! Specific issues are most effectively reported directly to our Feedback Tracker. What playable content is there and how do I access it? Added: "Beyond Hope" Military Operation* Added: "Stepping Stone" Military Operation* Added: "Steel Pegasus" Military Operation* Main Menu >> SINGLE PLAYER > CAMPAIGNS * Content requires ownership of Arma 3 Tac-Ops DLC Mission Pack
  4. Please let us know your thoughts on the Laws of War DLC assets (vehicles, weapons, character gear, props, etc.). Find out more about the asset production process in our OPREP on this topic. If you discover concrete issues, the most effective reporting method for us is Feedback Tracker. How do I access the assets? Main Menu: Shift + P In the DLC Content Browser, select Laws of War and explore its contents. Some assets have a TRY button that will open the asset in ... Main Menu: TUTORIALS > VIRTUAL ARSENAL (For vehicles, switch to the Garage mode at the top of the screen) Each asset category shows the appropriate DLC / mod icons behind each asset for easy identification. Use Sort by mod to make it even easier to find them. Note: in this mode you should be able to preview the assets without DLC ownership. Main Menu: EDITOR In the Asset Browser on the right, all assets are marked by the DLC / mod icon. Use Filter by mods option and select Arma 3 Laws of War. And you'll of course encounter the assets during gameplay! What assets are available?
  5. 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,
  6. I quest it's time to plea the great god of Bohemia to actually release (read push build button) 1.78 version of Arma3 for the Linux guys... I mean after the hotfixes obviously :D but... well i don't know what else to say.
  7. 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
  8. 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 ----------
  9. From the outset the Laws of War DLC was going to focus on assets and playable content. However, there was room to enhance a few existing features relevant to the theme. A bunch of modest improvements to cluster munitions have been scattered over the past few updates (free for all players of course). Let's discuss them in this thread, and as always, please post concrete issues to Feedback Tracker. Note: expanded Community Wiki documentation is forthcoming. Most new properties are already described: https://community.bistudio.com/wiki/CfgAmmo_Config_Reference https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit What changes does this cover? Added: Cluster Bombs (3 factions - see Pylon settings of aircraft) Previously only artillery cluster munitions were supported. Added: Unexploded Ordnance (3 factions x 4 triggers) Trigger types: Common: basically functions as a regular 'mine' Delayed: detonates a while after 'triggering' Tough: takes a lot of manipulation before detonating Sensitive: BOOM (even animals will set these off) These can be placed in Eden Editor, but are also randomly left behind after deploying various types of cluster munitions. The CAS module now features Bomb Strikes. Added: APERS Mine Dispenser* This means engine support for a mine that basically detonates like a sub-munition. Deployed mines can now have a randomized rotation. Various new SFX / VFX were added, as well as camera shake. The engine now supports control over sub-munition speed and ammo type randomization. * Restrictions apply for those who don’t own Arma 3 Laws of War DLC.
  10. The 6th Airborne Division (6th AB) is a realism unit based in ArmA 3, As a realism unit we strive to play ArmA 3 in a realistic fashion using British military tactics and equipment to try and simulate modern British forces. Who we are. The 6th Airborne bases itself on the modern British parachute regiments, its namesake coming from a parachute division from World War Two. The unit was formed in 2008, originally as a realism unit for the Half Life 2 modification, Resistance & Liberation. Then we moved to ArmA 2: Combined Operations. A year ago we moved to ArmA 3 for a more realistic, large scale and modern gaming experience. What modifications do we use. As a British realism unit, the 6th uses several excellent mods to assist in keeping our game play both realistic and interesting. These mods include: Task Force Radio (TFR). Advanced Combat Environment (ACE). Advanced Light Infantry Virtual Environment (ALIVE). 3CB Weapons. 3CB Equipment. ASR AI3. Many more! Ranking System. We have a concrete rank system based on a hybridization of NATO and British ranks; the rank structure ensures chain of command and realistic leadership responsibilities. As a member you are expected to respect these ranking systems whilst in training/operations. Our Training Times. The 6th have two operations or trainings a week on Wednesdays and Sundays at 19:30 GMT but we also strive to host community made games on a day-by-day basis. Our operations are cleverly scripted by an excellent team of mission makers that are a part of the 6th Airborne and all are hosted on our dedicated server managed by our outstanding tech team. Our Community. We have a large and active community that frequent both our forums and our TeamSpeak. We encourage a friendly and relaxed atmosphere for all our members, where we hope people can have fun chatting and gaming together. Our Prerequisites. To join the 6th Airborne you must: Be over the age of 17, 16 for exceptional candidates. Be mature, responsible and dedicated. Have the TeamSpeak client and a working microphone. Be able to attend both Wednesday and Sunday trainings at 19:30 GMT. Own a copy of ArmA 3. Joining Us. If this sounds like your kind of thing, or even if you want to get a little bit more insight into the community that is the 6th Airborne, feel free to apply on our website (www.6th-ab.co.uk) or join our TeamSpeak if you have any questions (144.76.139.174)! Yours, The 6th Airborne Division
  11. Greetings, fellow Comrades! I need some advise from you - some time ago I started to think about making a mission in Arma 3's editor, where CSAT forces are trying to conquer Neochori and kill all AAF defenders (alt. history, long time before "Eastwind" operation). The mission is planned to have 5 or 6 stages: 1st - To-199 strike on city, 2nd - approach of two CSAT gunboats, covering three (or more) pontoons with infantry, 3rd - three Marid's crossing the bay and transporting another load of troops, (optional between 3 and 4 - parachute drop from Orca's), 4th - armored strike of two Varsuk's and two Tigrises, 5th - artillery fire. Now, back to my beg for advise - how can I delay order for artillery to start firing at Neochori? I tried to do so with "Artillery Fire" waypoint and timer set between 5-6 mins, but arty started firing at very beginning of mission's preview and didn't stopped. Is there any command, script or unit/waypoint option to delay this? (Also, I'm not searching for option to fire or not to fire, assuming to mission status - CSAT have to lose in this battle and it's gonna be forced to call artillery). I'd be very appreciated of your help :) Ah, BTW - how can I make a parachute drop? Thanks for advices to that!
  12. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Credit : CTF Template: General work flow : Flash-Ranger DM & TDM Template: General work flow : Flash-Ranger WeaponSystem, Heal system : [88] Murcielago Friendly Tag System : JTS Mission recreation : Flash-Ranger Where to play : Map already recreated :- [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] Ultimate Gunship (WIP) - [CTF] S-Curve (WIP) Maps to come : - [CTF] Dead Mans Alley - [CTF] Head ♥♥♥♥ - [CTF] Scotch Valley - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] MiniHexenkessel - [CTF] Cashville - [CTF] Dead Zone - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [DM] Sin City - [DM] Mazed - [TDM] Double Tower Sniper - [TDM] SniperZ ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC verison). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. CHANGELOG : (Send FeedBack : flashrangerarma3@gmail.com) 30/01/2018 : - [TDM] Urban Sniper First Release. 18/01/2018 : - SNIPER SHOWNDOWN : No-Respawn bug Fixed 17/01/2018 : - ALL MAPS Intro Synchro Fixed 16/01/2018 : - All CTF maps : open doors problem fixed 15/01/2018 : - CTF system Update (All CTF maps) - TEQUILA SUNDOWN > Fixed MP bug 14/01/2018 : - 1st Release of [TDM] Sniper Showdown 30/12/2017 : - 1st Release of [DM] Tequila Sundown Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive @FFtA3 @FlashRangerArma
  13. Hello, I'm trying to host a modded server, however everytime I try to run a modded mission on it I get an error: "19:55:04 Warning Message: No entry 'bin\config.bin/CfgPatches.ww2_objects_t_structures_if_buildings_t'. 19:55:04 Warning Message: No entry '.units'." and it goes back to the Mission Select Screen. server rpt log: any help is welcome
  14. seelenlos Slay This mod allow to kill players and ai by using the ace interaction menu -> interaction. If you want you can define a item to show up the action. This can be done by changing the respective variable in sls_settings.sqf located in "userconfig\sls\" (Filepatching must be enabled). I created the mod because some ace settings e.g. prevent instant death, ai became unconscious 50/50 and long bleedingtime create little problems in some missions. For example a special person have to die but he is unconscious and you have to wait 20 minutes before he bleeds out. This mod solve this issue. Features: - server side only mod - define item which you have to carry with you to slay someone (userconfig\sls\sls_settings.sqf) Changelog: v.1.0.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Download Links: - Steam Workshop - Dropbox Required Mods: ACE3
  15. Leaflets are a scripted feature meant for use in playable content most of all (Laws of War DLC). There is some Sandbox compatibility, but since they are not fully engine-driven, they are also limited in some areas. For this reason they are not by default added to the Utility Drone (but can be added as special 'weapon' via pylon settings or scripting). Notes: Find a start of documentation on the Community Wiki. We've extended the feature to allow for full-screen inspection of the info stands (Faction Showcase IDAP e.g.). We'd prefer specific issue reports on the Feedback Tracker.
  16. Delta Company of the 7th Cavalry Regiment [D/1-7] is currently recruiting. We are a Vietnam era Arma 3 clan using the Unsung mod and part of one of the largest and oldest milsim groups in Arma (Founded 2004. Active membership of 250-300 in 7th Cav 50-60 in ACV). Our style is realistic with a well-defined CoC, classes for almost all MOS, flight schools, milpacs, award systems and an infrastructure that is committed to making sure you get the most out of your time with us. The Unsung mod gives us dozens of Vietnam era jets and payloads as well as over 100 weapons, uniforms, choppers, etc. The ACV public server even has VC Spider holes! To join 7th Cav Air Cav Vietnam you must: Be 18+ years of age Not belong to any other FPS clans Must agree to conduct yourselves according to the rules and regulations of the 7th Cav Attend SP one hour a week (Multiple SP times available) and sign roll call weekly Join us on our Steam page http://steamcommunity.com/groups/aircavnam You can also join us on our teamspeak server and public server: Server Name: =7Cav=Official Air Cav Vietnam Server IP: 149.56.106.84 Port: 2302 TeamSpeak 3: ts3.7cav.us Port:9987 Pass:7thCavalry Mods required: - Unsung (delta version): Unsung Download[www.armanam.eu] - Collection modlist COLLECTION - APEX DLC
  17. I have a menu I am working on for a version of AW Invade and Annex, it allows the player to select various options when the right Windows key is pressed, but I cannot work out how to add more than one option. co60_AW_Invade_Annex_2_85C_fnc_Earplugs = { if (soundVolume == 1) then { 1 fadeSound 0.2; } else { 1 fadeSound 1; }; }; test_flex = { [ ["Testing", "Action", "CBA_flexiMenu_rscRose"], [ ["Earplugs", { _this call co60_AW_Invade_Annex_2_85C_fnc_Earplugs; true }, "", "", [], 0x12, true, true] ] ]; }; ["Test Mod", "Open Menu", ["player", [], -100, "_this call test_flex"], [0xDC, false, false, false] ] call CBA_fnc_registerKeybindToFleximenu; There is not much documentation on this feature, but it would be very good, as instead of having a few obscure keybinds, I can have this instead. Has anyone else tried this and got it to work? The one option I added works, but some others are needed. Thanks for any help you can offer.
  18. 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 (version 1.1), 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 Google Drive: https://drive.google.com/open?id=1t-grzZX9vdQrRyK8SITpKpcr76wTiKLF
  19. Where did everyone go...

    Hello folks, some of you maybe know me, and maybe that's because I'm a old timer when it comes to arma... I was here when ArmA1 was still a thing... today I feel like I wasted thousands of hours with that game but nope... ArmA3 is number one, over 1600hours I believe *shame* Well, I just want to say, things here have changed. I guess the good old day are the golden times of ArmA2 and when OA was released. I guess that was when everything was so great. That was when I didn't need any other mods but sounds and ACE. And seen from the forums point of view, damn there were things going on here! You wouldn't believe it. When ever we made a thread or a post it took seconds to get posts and responces and people having conversations for hours. This forum was alive... and now? I kinda unsure where people went... what are they doing now? So many good old people left these forums and went on with other things. Now I have the feeling its almost dead silent... or is it just me? What do you guys think, where did they go, what other games or simulations could satisfy us so equaly? Or what could even be better than ArmA??? I mean I dont think there is anything but well... Did people maybe went to Squad? I've played that game like onces and thougt it was cool but not as amazingly sandbox-like like arma ... just let's have a talk maybe :) LJ
  20. Hi all, A quick question, and I think I already know the answer. I really love some of the single-player scenarios in ArmA2, specifically 'Village Sweep' and OA's BAF Single Missions, and I wanted to see if anyone had ported them to ArmA3 using CUPS or AIA, but no dice. So, using the @bardosy incredibly useful guide (and object dictionary), and using CUP assets, I set about learning to do it myself. So far I have 'Village Sweep' working with one or two scripting quirks (replacing some secops scripts) left to fix. My question is, could I share these via Armaholic or the Workshop? I suspect it isn't allowed, but no harm in asking, right?
  21. Hey guys, I am looking for a Script to be able to kill the crew of a tank by trowing a grenade inside of the tank trought the commanders hatch. Hope anyone can help me. Signed, Mathues
  22. Hello my boys, im searching some recent tutorial of how to create easily an arma 3 map from nothing. Sorry for my bad english (lol) and greetings to pole message.
  23. Have you played the various bits of playable content in Laws of War DLC? Let's hear what you thought and how we might still improve it! Please be considerate to your fellow players and mark any spoilers appropriately - thank you! Specific issues are most effectively reported directly to our Feedback Tracker. What playable content is there and how do I access it? Added: “Remnants of War” mini-campaign** Main Menu: SINGLEPLAYER > CAMPAIGNS Added: Showcase IDAP Added: Showcase Laws of War Main Menu: SINGLEPLAYER > SHOWCASES Added: TT11: Downhill Rumble Added: TT12: Jungle Fever ** *** Added: TT13: Turbulence Added: TT14: Life in Danger ** *** Added: TT15: Off Road Excavation ** *** Main Menu: SINGLEPLAYER > CHALLENGES > Time Trials > IDAP ** Content requires ownership of Arma 3 Laws of War DLC.*** Content requires ownership of Arma 3 Apex.
  24. New keyframe animation system in DEV build. What will this actually be? I an thinking some way to capture AI animations and create cutscenes, but it is early days, and I am not sure what to do with any of the modules. Is this meant for the TAC-OPS DLC or some other intention? I would love to be able to sync the camera to a screen or billboard and have a live video feed. There is a timeline module and curved paths. Does this mean playing back animations?
  25. SBP hosts a special XMAS coop event this Saturday at 8pm UK / 21:00 CET. Operation "Santa Down" will be hapenning on a remote island where Santa's sleigh has crashlanded... our team needs to find him and bring him back safely to base. More info: http://www.vojak.si/xmas/ You're all invited, just make sure you have all the mods correctly installed.
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