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Found 63 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. Hello listeners, now "what's this all about" you might wonder. I decided to make a separated mod for the "just in case" situation. Let me tell you why: JSRS Soundmod Beta is an advanced and not "one hundred percent" stable version of the main modification (JSRS Soundmod - 6.18.0417). The focus here is on the best sound quality, which was implemented with the help of new mechanics and ideas. This is not a multiplayer tested version. However, it can be played in multiplayer with risks, the key required for it and all signatures are included. With this beta version I want to test certain mechanics and new features. In addition, many changes have been made (over 1500 new or revised sounds) which can have a greater impact on the multiplayer area. It should also be noted that all JSRS modifications (NIArms, RHS support etc...) that require the JSRS Soundmod main modification can cause problems but should work mostly!!! (for now!). Also you should not run this beta with any other version, offshoot or addition of JSRS Soundmod. Download: JSRS Soundmod Beta v1 on Steam The BIKEY alone Discord Group for bug report For those who want to try, the side modifications should work fine with the beta: If the beta is not causing major problems and it runs smooth mostly, all components of this beta will be transferred to the main modification and all other minor modifications (NIArms, RHS support etc...) will be adjusted accordingly, so that a normal game flow is achieved. Now lets take a brief overview at the changes compared to the main modification. The change log below does not look very extensive, but the many details hide under bigger tasks. For example all vehicle sounds got reworked, revised or exchanged. Also all, and I mean ALL weapon sounds got revised or exchanged by new ones. In the end, a total of 1690 sound effects went through my DAW. So here is the changelog : JSRS Soundmod - 6.18.05BETA_7 Changes: Tweaks - Tweaked Soniccracks and bullet snaps got improved - Tweaked Overal explosion volumes and distances - Tweaked Explosion reflections for forests, houses and meadows - Tweaked Overall movement sounds, volume and distances - Tweaked Movement sounds for various surfaces got improved - Tweaked Overall nature soundscape got tiny tweaks - Tweaked Each surface has a different volume, forest or grass is way louder than solid road or even a carpet - Tweaked Running through bushes cause louder sounds now - Tweaked Vegetation noises are now way more random - Tweaked Silenced weapon firing got improved - Tweaked Handheld weapons cause louder and sharper reflections - Tweaked Improved weapon tails when in the open - Tweaked Explosion debris is more precise to where the explosion appears - Tweaked Overall distance weapon sounds to better spot the location of the shooter - Tweaked All weapon sounds have a sharp atteck curve, more popping sounds - Tweaked Click before the shot got improved and slightly displaced - Tweaked Some reloading sounds where too loud Fixes - Fixed Mortar explosions were too loud - Fixed Some explosions caused sound stuttering - Fixed Birds react to weapon firing and warfare - Fixed NormalEXT surface was using wrong surface movement sounds - Fixed Some thunder noises where way too loud Additions - Added New debris sounds for explosions - Added Close explosion shockwave sounds - Added New sounds for running through bushes, foliage - Added New crawling sounds - Added New wind sounds for low and high wind speeds - Added New tiny details to silenced weapon firing (weapon shaking) - Added New reflection sounds to handheld weapons - Added New vehicle attenuation filters and 3d processors - Added New shorter weapon closure sounds (tiny click before shot) JSRS Soundmod - 6.18.05BETA_6 Changes: Tweaks - Tweaked Explosion sounds on variuos distances, increased punch and volume - Tweaked Added distortion to short explosions and made them way louder - Tweaked Overall punchier reflections for explosions - Tweaked Overall rain appearance, heavy rain is needs highest rain value Additions - Added New debris sounds for 'houses' areas - Added Revised vehicle debris sounds - Added New thunder sounds JSRS Soundmod - 6.18.05BETA_5 Changes: Tweaks - Tweaked Framework got updated with new stereo panners - Tweaked All explosions cause a shockwave sound when close and in direct sight (WIP) - Tweaked Huge explosions cause a drastic echo reflection and a huge explosion tail for giant distances (WIP) - Twealed Increased Volume for all explosions - Tweaked Reloading volumes Fixes - Fixed Some explosion volumes where over the top JSRS Soundmod - 6.18.05BETA_4 Changes: Tweaks - Tweaked Soniccracks in medium distances got improved - Tweaked Overall movement volume and gear noises - Tweaked Gear sounds while running was too loud Fixes - Fixed Missing distance crawl sounds - Fixed Close MK18 firing and distance firing were out of sync - Fixed Varsuk MBT03 went silent after start up JSRS Soundmod - 6.18.05BETA_3 Changes: Tweaks - Tweaked Soniccracks got more punch and are louder/normalized - Tweaked Distances for movement - Tweaked Drastically reduced appearence and volume of reflections - there was way to much noise going on JSRS Soundmod - 6.18.05BETA_2 Changes: Additions - Added New distance walking sounds - Added New soniccrack sounds for various distances Tweaks - Tweaked Movement/Gear noises - Tweaked overall soniccrack appearance and volume - Tweaked Increased volume and distance for gear noises - Tweaked overall texture of movement sounds and stance noises Fixes - Fixed MBT3 Kuma sounds were odd (still is) - Fixed Missing Minigun sounds for AH6 Pawnee JSRS Soundmod - 6.18.05BETA_1 Changes: Tweaks - Tweaked Movement volume for footsteps - Tweaked Weapon tails distance and volume - Tweaked Helicopter exterior volume where too loud - Tweaked Lowered general volume and texture for most ambient sounds - Tweaked All weapons got reworked / exchanged - Tweaked All vehicle noises got reworked - Tweaked Combined all air vehicle sounds - Tweaked Combined all land vehicle sounds - Tweaked Overall volume and normalization - Tweaked Combined all warfare sounds (Cracks, Snaps, Hits, explosions etc...) - Tweaked Combined all cfg files into several big ones to prevent lagging - Tweaked Added new layers to mechanical parts of weapons - Tweaked Added new pop sounds for distance weapon sounds - Tweaked Combined all weapon sounds into one big file - Tweaked General revision and maintenance Additions - Added A few hundred new distance warfare sounds - Added Offroad vehicle sounds - Added Truck_01, Truck_02 and Truck_03 vehicle sounds - Added New reloading sounds for all weapons (JSRS_Soundmod - Realodingsounds) - Added New sounds for all vehicles - Added New sounds for all weapons - Added New sounds for amphibious vehicles in water Fixes - Fixed Missing bullet-hit/whizz sounds So, what's gonna be next: Well, I'd like you to be my tester! And I'm sure many of you would love to do that. So I thought I would publish a big beta version of this mod and let it go on the masses. The point is: I built this mod together in a few weeks. Under certain circumstances, the game may not indicate any errors, as in this current state! So of course I have several options now: I could test EVERY SINGLE SOUND in the game, listen to it and check for bugs, I could test ALL sounds in multiplayer mode or run everything on a Dedi server and so on... Or I just let you do it! :) Therefore, I have published this mod so that you can put it through its paces! The main focus should be on these things: The General Weapon Mechanic - How does they all sound, does everything work, does anything make any problems? The vehicles - After the conversion to the soundshader system all vehicles were revised. How do they sound, what are the volumes and the individual distances? General gameplay - What are the general volumes in the game? Is the movement loud enough? Are there any annoying noises, does something not work that might have worked before? If you stumble across a couple of issues, errors, crashes, annoying sounds, bugs, flys, whatsoever... let me know! You can easily post your (Of course constructive, nice and friendly :P) feedback here in the thread! Or in the Discord Group. I want the other main JSRS thread to be untouched by this here. So lets keep it simple and lets separate the two, shall we? As said, once everything seems to be fine and sorted, all the content goes over to the main mod and all side mods will be adjusted accordingly! Now have a nice day and have fun! Some minor informations: Copyright © 2018 by LordJarhead. JSRS Soundmod and JSRS Soundmod Beta (this modification) by Dennis Kahl (LordJarhead) are licensed under ARMA PUBLIC LICENSE NO DERIVATIVES (APL-ND) Read More under https://www.bohemia.net/community/licenses/arma-public-license-nd and beta Be supportive. If you like my work, maybe you would like to support it? Every cent donated goes back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)
  3. Public Beta

    Today we're opening the public beta for the experimental client ports of Arma 3 to Linux and Mac. Please carefully read this overview page for the details, limitations and a F.A.Q. You can also contribute to the documentation here, and of course report issues on the Feedback Tracker. Feel free to discuss the ports in this thread generally, or open specific threads in this forums category. We're keen to learn how the ports work on your specific hardware / drivers / distributions. Please let us know about both your bad and good experiences as well. Even though there are some significant limitations, we hope this gives some of you a taste of Arma 3 on another platform than Windows. Enjoy!
  4. note: those're just binaries, no data, that's still WIP, no ETA atm., Linux server to come later too please provide feedback multiplayer incompatible with any older version of A2OA link to Arma discord https://discord.gg/arma channel #end_of_life_arma https://discord.gg/0aWSevYPq5UwEvEP 1.64.144629 (cumulative ontop 144373) https://www.dropbox.com/s/nxvpummd1gw4gcj/arma2oa_164_144629.7z?dl=0 https://drive.google.com/open?id=1EnRk-9nHlkE161r6czFVMGNUbEnUwkB9 1.64.144373 windows https://www.dropbox.com/s/68bkm4br9z7w3dd/arma2oa_164_144373.7z?dl=0 https://drive.google.com/open?id=1sLE9Rb9C2u6AfsNmsv98MN-uhMq4h2tA linux https://www.dropbox.com/s/ocq6m3afsi7oc34/a2oa-server-1.64.144373.tar.bz2?dl=0 https://drive.google.com/open?id=1JRK-A4Ho37rbQaSFRTR8u6pH_WoiRgly 1.64.144343: https://www.dropbox.com/s/gbchk1cy2ssmcvy/arma2oa_164_144343.7z?dl=0 https://drive.google.com/open?id=1d2iOeHFNCdSRtqRjhrowBL9wHu3eo6n8 1.64.144253: https://www.dropbox.com/s/z9wow6peuhcwx0y/arma2oa_164_144253.7z?dl=0 https://drive.google.com/open?id=17M0R3RCISz0OFkxj0ToegEM5KRfKpHb5 1.64.144246: https://www.dropbox.com/s/tegisi94nv5jxqp/arma2oa_164_144246.7z?dl=0 https://drive.google.com/open?id=1mk-MRvTsQox9RTLppHaUzWCzNkIkNs8R 1.64.144198: https://www.dropbox.com/s/kjctemljlpfns8c/arma2oa_164_144198.7z?dl=0 https://drive.google.com/open?id=1ux4z8q1TmK5NG93yLSZGkqb5dwaGVU94 1.64.144191: https://www.dropbox.com/s/i88d9b8jsvi5zjp/arma2oa_164_144191.7z?dl=0 https://drive.google.com/open?id=1TVeBJ4kZlUCeY51IhvarrNVzQiLJwayH 1.64.144160: https://www.dropbox.com/s/wcxbjvw0emsasm5/arma2oa_164_144160.7z?dl=0 https://drive.google.com/open?id=1mpWO0vTGljmgamkdjcrsi2ek7e0PENiF 1.64.144152: https://www.dropbox.com/s/857t9wyhkl58l1n/arma2oa_164_144152.7z?dl=0 https://drive.google.com/open?id=1ZXp_zjlmp9DF6Q9-LQ_9aE1fTp3neYTs 1.64.144120: https://www.dropbox.com/s/55gji8mck6zupsv/arma2oa_164_144120_with_corepatch.7z?dl=0 https://drive.google.com/open?id=1PeIa-4hnnJWeIN1EU0CUOmWFj98Yh1Q1 1.64.144112: https://www.dropbox.com/s/7gycfsy8orj4v23/arma2oa_164_144112.7z?dl=0 https://drive.google.com/open?id=1Li11k5vv4DHl8_rceNe7WJqxnAyYBW-U
  5. I Proudly Present TUNISIAN ARMED FORCES MOD After Hard Work and Lot of time i finaly release Beta Version For Tunisian Armed Forces Mod the mod Includs : Infantry SPECOPS Cars : Oshkosh MRAP Truck : Hemtt Tank : Leopard 2 Revolution Armed Boats Pilots UH-60 Helicopters ALCA Fighter UAV F-16C Flags Some Music TAF Mod Requirement 1 ACE + CBA ( optionnal i never test it without them ) 2 RHS USA 3 NIARSONAL Steyr + M60E4 + FN MINIMI 4 F-16 Standalone 5 UH60 + NH90 7 TMT MOD Credits to respective of Addons owner i inherite and sorry for not posting picture now because i'm using laptop low graphics and if anyone that gonna download my mod share HD picture very welcome to post pictures and anyone gonna download my mod and find a bug or error just report it and post here or to my Facebook page Download Link Google Drive Download Link Support me if possible : this my donation link or mail : mootazkhelifi0@gmail.com
  6. In this thread we'll post announcements about Experimental Ports updates. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss these updates here.
  7. Hi, After some tests and corrections I decided to put it on the open test. If anyone needs this program, I will repair the remaining errors and also change or add new features if needed. Program to generate a vegetation by mask. It can: 1) Import object list from Terrain Builder. 2) Random place objects on area selected by color from sat. mask texture. 3) Generate object by defined random values of size, direction, pitch. 3) Export result as .txt back to TB. Small manual: 1) Create new project. 2) Import mask image. 3) In upper menu select "objects database", and fill it with your objects. You can import them from TB project. Press import button and select .tml file from \TemplateLibs folder. 4) Create new color mapping (press button "New color mapping" and name it). Select created color mapping item, then double click on map cell (2d mode)), right click on tile and select color. 5) Add layers to created color mapping. Right click on mapped color item and add layers (like Forest), select % object fill on this layer. 6) Setup layer objects. On layer press on "0" button and select out objects for this layer. 7) Press "Generate placement". For all map object placement in map view or in 3d view for single tile generation (for quick TB import, testing). 8) Result for TB import will be generated as .txt in selected output folder. Notes: "number of tiles" = basically copy this value from TB project. color mapping = color from mask, on with objects will be placed. go back to the full map view = press 'M' or Backspace Tips: 1) You may need to setup drive path with more free space for ImageMagick cache files: Menu>AppSettings 2) For better performance us bigger number for "Tiles in row count" in project setup. Try to have < 512px tile resolution. Example: You have 36864px source image resolution and tiles in row count 96, 36864 / 96 = 384px. .Net Framework 4.7 requeued. Discord channel: https://discord.gg/rGTmrFU Link: ver. 0.9.9 https://1drv.ms/u/s!Ao0Oj5mjcuAijctWIz7BVCFDmQ7MvQ
  8. Hey folks, after posting teasing pictures in the ArmA 3 Photography thread for a while now, I decided that my first add-on is good enough to have a public beta test. This little add-on depicts the Afghan National Army and Police, including the ANA Commandos and Special Forces. It is based heavily on other mods/add-ons done by the community and has a lot of requirements, but quite frankly: I was kind of bored by all the reskinned vanilla content add-ons out there. More pictures: Credits: Since I have only done the config and (most of) the textures, there is a long list of people I have to give credit and thank for their generous permission to use their work: - First of all, the outstanding Team of the Red Hammer Studios for most of the gear and weapon models and textures - the Serbian Armed Forces Mod for the uniform model (included in RHS GreF) - road runner for the MICH2001 models - Adacas (and the other authors who contributed to his work) for the Military Gear Pack - Adacas again for help with the config - Robert Hammer for his M16s and nice weapon accessories - toadie2k for the SAW add-on - evrik and 3CB for beta testing Please note that this is a beta release that was only tested by a small circle of people. There will most probably quite a few bugs! Known issues: - "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'." error caused by RH's M4/M16 add-on - "Cannot load terxture 'milgp_facewar\textures\f_half_face_cover_rgr_co.paa'." error caused by Adacas' Military Gear Pack - The ANA vests still have the handgun proxy, but no holster. Nothing can be done about it, since I can't change the models. - many requirements, I will try to reduce them (for example I can drop the M4/M16 pack once RHS adds their own M16 to their mod). The requirements: Download link for beta 0.4.2: https://drive.google.com/open?id=0B78y5Tai3PVRdm5wNXppNENmaGM ArmA3.de: http://arma3.de/include.php?path=download&contentid=4698 ArmaHolic: http://www.armaholic.com/page.php?id=31668 Disclaimer For personal entertainment purposes only. Not for commercial use! Do not edit and redistribute without permission of the author. Creator claims no responsibility for any damages this add-on or mod may cause, use at your own risk.
  9. Welcome to Sync withSIX. The new Discovery, Publish and Synchronize Mods platform by withSIX. After a long and hard time with SIX Updater and Play withSIX, we decided to take a new approach to the problem, leading to a much more streamlined, stable and well performing result. Posts Introduction Focus on our core features, going open source and becoming 'lean' Find & Follow Us Changelog withSIX Community Forums | | | | Background Vision Simple Small Fast Reliable (as in stable and predictable results) Flexible (as in easily support new use cases, and games) Open (as in OpenSource and Public APIs) Built with web-technologies (so we can be fast and simplify and unify our architecture across devices/clients) Features Download, Install and Updates Mods and Collections [uses Delta patching to keep updates small] - Directly from the website! Simple playlist design to quickly and easily manage the content you wish to play Launch your game vanilla, or with mods or collections. Publish Collections with optional Custom Repository content and Servers to have your users directly join Projects Sync BETA (Source) - Background software to facilitate the functionality that a browser can't. Also includes a small UI to give you access to your recent and installed content, and settings. In case you are offline. SyncUI ALPHA - (Source) - Don't like to use your browser or the mini-UI that Sync provides? Use this all-in-one solution. SyncAPI.JS - (Source) - Want to build your own frontend with e.g NodeJS, Electron, or even a website? You can! withSIX.com Frontend - (Source) - The withSIX.com web experience SyncAPI.C# - (Source: TBA) - Want to build your own frontend with e.g Microsoft .NET, Mono, WPF/WinForms/WinRT? You can! withSIX-docs - (Source) Roadmap Sync STABLE releaseStabilize Finalize functionality Finalize and optimize the design/styling Evaluate the desire for an integrated Server Browser (knowing that we are currently limited to auto-provide the list of required mods due to limitations in the Steam Query protocol) Improved support for Mod Authors Improved support for Custom Repository hosters. Publish the rest of our source code. Evaluate SyncUI and the unification with Sync itself.
  10. Server binary https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 Changes: STEAM libraries are now part of package steam_appid.txt is part of archive glibc 2.15 or newer needed (was 2.16 in previous server build, older isn't possible due to steamlib dependency) some little irks related to nix libraries Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly. Please provide us with feedback to this topic. http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.63.xxxxx linux server :
  11. New beta patch for CCGM is available at CarrierCommand.com From this version, it is possible to edit database (items, vehicles speed) via xml files located in scripts/base folder. We made an example how to add new carrier laser weapons (and one more item). Download CarrierLaserGuns Mod File: Carrier_Command_Patch_1.07_0023_Beta_SDK.zip CRC-32: fa626f2b MD4: 12b40d28ab7a32e1194487a4b74585b6 MD5: 440c5cac4b4c41f796121321f5ec6175 SHA-1: e761ef048305a0d11cee5a479239c0b4404a027e Patch 1.07.0023 Changelog --------------------------------------------------------------------- - Fixed wrong waypoints in the missions on volcanic terrains. - Fixed Launch Drones button. - Fixed situation when the player could get stuck in the elevator. - Fixed empty red slot on the command bar, when player abandon unit. - Fixed situation when load occasionally restart the FPS mission. - Fixed levitating trees on the Terminus island. - Fixed disappearing Rifle crosshair. - Fixed possibility to kill yourself with the turret in the Bacchus mission. - Fixed occasional crash during Timewarp. - Fixed a few levitating building components after destroying. - Fixed scanner enhancement, which did not properly show weapons for droids - Fixed bug when torpedo exploded immediately after launch. - Fixed situation when player could undock the manta inside a carrier. - Fixed Repair gun damaging Manta Shield. - Fixed lag after destroying the last Shield Booster on the island. - Fixed situation when the carrier came out from Timewarp far away from an island. - Fixed availability of Set Sail in tutorial mission Treasure. - Added noise notice when unsuccessfully hacked the Rusty Building. - Added information about type of turrets when a unit with Scanner is undocked. - Changed elevation angles of FLAK cannon. - Removed "invisible" satellite on the Treasure island.
  12. build 1.63.130810 has just been released on Steam in Beta branch for Arma 2: Operation Arrowhead Engine: Data: http://forums.bistudio.com/showthread.php?191811 note: this is newer than released 'stable' 1.63 ! warning: as data differs to stable 1.63 it might cause issues on some servers / mods - please tell mission authors/mod creators/server owners to work on support new data before it become new stable
  13. In modules, I'm trying to use Set Position/Rotation, however the module will not let me change "Rotation" from Yes to No for some reason. I have all the objects pointed in their own directions and I was wondering if there was a reason why this module won't let me change it to not force rotation. http://i.imgur.com/xFPFEnR.jpg (147 kB)
  14. build 125402 has just been released on Steam in Beta branch. this is newer than today released 'stable' 1.63 !
  15. http://www.arma2.com/downloads/update/a2oa-server-1.63.112555.tar.bz2 http://www.arma2.com/downloads/update/a2oa-server-1.63.112555.tar.bz2 temporary mirror, as our FTP is down n/a Warning: WARNING: this build is major build 1.63.x thus not compatible backward with 1.62 clients ! both client and server must have this beta build Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.62 first in order to run properly. * needs to combine with latest OA 1.63 beta client : http://forums.bistudio.com/showthread.php?168767-ARMA-2-OA-beta-build-112555-(1-63-build-release-not-backward-compatible) Please provide us with feedback to this topic. * Contains some bug fixed not linux specific + timestamp in logfile (linux specific) * Fixed: Linux Date format wrong (https://dev-heaven.net/issues/17313) * this version brings OA dedicated linux server into sync with actual windows server improvements and ai/mp fixes (only up to it's nr. not higher)... http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.62.xxxxx linux server :
  16. fixed: https://dev.withsix.com/issues/74473 https://dev.withsix.com/issues/72574 to report any regression in 1.63 please see: http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas edit: Small reminder - this beta is published as Beta branch of stable version. Not separated beta product.
  17. As the title suggests, I am trying to access the init from a created object from an sqf.. My example example of the object and position. //f-18_1 _pos = [14228.0078125,16305.0800781,0.00465202]; _object = createVehicle ["JS_JC_FA18E", _pos, [], 0, "CAN_COLLIDE"]; _object = _this select 0; _object setDir 144.741; _object setPosATL _pos; Now I would like to add a re-spawn via external script,, Iceman77's advance vehicle re-spawn to be more exact.. _nul = [this, 2, 1, {}] execVM "vehrespawn.sqf"; But I'm at a loss for a solution at this point, as the code normally implemented in the argument, seems to have changed in the last while. setVehicleInit processInitCommands clearVehicleInit So,, that is my question. I would like to access the command remote.. So that leads me to. call BIS_fnc_MP; However, I'm unfamiliar with this method. I just want to access the init field of an object for re-spawn or simple commands to run my missions/projects.. Could someone help elaborate, as I'm sure others would like help with this as well... As you can see I clearly did some research, but I need help or a nudge in the right direction.
  18. Beta build 125402 has just been released on Steam. Change log: - fixed Steam command line parameters parsing - PlayerID is now SteamID - improved BattlEye implementation (Steam Launch options updated)
  19. As some of you may have noticed new Beta was released yesterday. Same as before use "beta" branch under Arma 2 Operation Arrowhead to access this version. How-to-change-Arma-branches-between-STABLE-amp-DEVELOPMENT Changelog: - GS lobby removed - EXE signature fixed
  20. It really would be great to have an official BIS-released vanilla addon or DLC of Chernarus for Arma 3. I know, there are methods to implement Chernarus and even Chernarus+ into Arma 3. But it is always connected with issues, flaws and error messages (before game start, in menu, in editor, in preview, script errors). I would even PAY for an A3 Chernarus DLC (though I own the preorder supporter editon of A3). Just the pure landscape, A2 weapons and vehicles don't have to be included (though it would be great). Nothing would have to be improved ('old' textures and such). Chernarus is one of the most beautiful and amazing landscapes ever created. It should be taken over and made be playable without any errors. No, I am not beating down on Karts, but imho most players should be happier about a flawless and inherently supported vanilla Chernarus (and Utes) than about those Karts.
  21. basically has anyone acomplished the task of interupting the MoveTo command in a FSM? our group cannot figure out why we cant interupt it. is there any other commands that we could look into? basically our AI is following the players path a bit too much its quite funny but annoying at the same time
  22. Patch contains MP steam lobby and is distributed only for steam version of game (Arma2: Operation Arrowhead Beta) To be to able to use Steam lobby you must - run game from Steam client, so proper application ID is used - to start public server you must not be hidden behind NAT - to start DS, steam_appid.txt must be present (so DS knows product ID) - steam dlls must be present For more details please read http://forums.bistudio.com/showthread.php?175463-End-of-Gamespy
  23. Hi! :) I have a problem with mlod and lod textures. I trying to edit buildings in 3ds max, but these textures are buggy. How i can fix it? (Sorry for my bad english. :D)
  24. New Beta was released. With one huge change - this beta is not part of Arma2: operation Arrowhead beta product, but is a branch of normal Arma2: operation Arrowhead. This was needed so both beta and normal game have the same product ID. How-to-change-Arma-branches-between-STABLE-amp-DEVELOPMENT. Changelog: - added steam ownership checking - BE update edit: you need to restart steam to see it :) edit2: Arma 2: Operation Arrowhead - Dedicated Server now has branch "beta" as well
  25. ARMA 2 OPERATION ARROWHEAD Hello, I've got a problem. I've recently downloaded Alimag's Briefing Manager. I started to create mission. OK. Started to create tasks and notes. OK. Then took a look at the files to set when task could end. Here's the problem. I saved the files then turned on the game again. Nothing even appears! I deleted the files, and created it again without editing the files by myself - still nothing, but was working previously! Created second mission, created tasks, notes with the briefing manager... NOTHING! I've created third mission - Somehow... It worked! Any idea what can be wrong with my first and second missions? P.S - I created files called "Briefing.sqf" and "init.sqf", so what could be wrong? I'll post down my briefing.sqf, got original copy of Arma 2 OA (Bought from Steam) // A2BM W 110 // DO NOT EDIT THIS FILE waitUntil {!(isNull player)}; waitUntil {player==player}; switch (side player) do { case WEST: { player createDiaryRecord ["Diary",["Backup","Your only's backup is Bravo team."]]; player createDiaryRecord ["Diary",["Briefing","You, sgt. Patrick Scott with your team callsing "Bullethole" are being put in operation "Armed Deal". Check documents for your tasks.<br/>After Alpha team's fail, Russia has over-taken the Chernarus. We must capture it by any means possible. You're cleared to engage, all civilians have moved to another country till operation ends."]]; MAG_tskObj8=player createSimpleTask ["Move to FOB New York"]; MAG_tskObj8 setSimpleTaskDescription ["","Move to FOB New York","Move to FOB New York"]; MAG_tskObj7=player createSimpleTask ["Clear Novy Sobor"]; MAG_tskObj7 setSimpleTaskDescription ["","Clear Novy Sobor","Clear Novy Sobor"]; MAG_tskObj6=player createSimpleTask ["Clear Stary Sobor"]; MAG_tskObj6 setSimpleTaskDescription ["Clear Stary Sobor","Clear Stary Sobor","Clear Stary Sobor"]; MAG_tskObj5=player createSimpleTask ["Clear Rogovo"]; MAG_tskObj5 setSimpleTaskDescription ["Clear Rogovo","Clear Rogovo","Clear Rogovo"]; MAG_tskObj4=player createSimpleTask ["Clear Pogorevka"]; MAG_tskObj4 setSimpleTaskDescription ["Clear Pogorevka","Clear Pogorevka","Clear Pogorevka"]; MAG_tskObj3=player createSimpleTask ["Regroup with Bravo"]; MAG_tskObj3 setSimpleTaskDescription ["Regroup with Bravo<br/>","Regroup with Bravo","Regroup with Bravo"]; MAG_tskObj2=player createSimpleTask ["Clear Pustoshka"]; MAG_tskObj2 setSimpleTaskDescription ["Clear Pustoshka","Clear Pustoshka","Clear Pustoshka"]; MAG_tskObj1=player createSimpleTask ["Clear Vybor"]; MAG_tskObj1 setSimpleTaskDescription ["Clear Vybor","Clear Vybor","Clear Vybor"]; MAG_tskObj0=player createSimpleTask ["Clear Lopatino"]; MAG_tskObj0 setSimpleTaskDescription ["Clear Lopatino","Clear Lopatino","Clear Lopatino"]; }; case EAST: { }; case RESISTANCE: { }; case CIVILIAN: { }; };
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