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Found 13 results

  1. Like they: http://www.armaholic.com/page.php?id=13355 http://www.armaholic.com/page.php?id=18910 http://www.armaholic.com/page.php?id=24598 I miss them and her content !
  2. Hi! I'm Ezcoo, founder of Task Force Northern Wind. Task Force Northern Wind is intended to be a small group of developers specialized in developing multiplayer gamemodes and the required content for them in agile manner in Arma 3. The group name and logo describe the group's vision: just like the icy-cold northern wind hitting you in the face when you step out of the door in Nordics, our goal is to create immersive experiences that make players concretely feel, whether it's excitement, fear or passion. The group will be shaped by its members, which means that every member – including you – has a good chance to affect the direction we'll be taking in our future projects. I decided to found the group because I've been in the Arma modding (mostly mission editing) scene for years, but haven't accomplished much. I started as a complete noob back in 2012, having no idea of anything, but got constantly better at my niché, game design, with the right mixture of inspiration and perspiration. I consider myself pretty skilled in it nowadays. I've been part of several ambitious projects that didn't take off for some reasons: either they turned out to be too large projects for the team or – most importantly – the chosen development method was suboptimal considering the ambitiousness of the projects. Regarding the latter reason, it took me a while to understand why I was failing to deliver despite of having the honor to work with such amazing teams of developers I actually was working with. Eventually I figured it out. The reason is that I'm strongly the type of developer that utilizes agile methods with very short feedback loop and iteration interval. I've been working with and in teams that have had developers from all around the world, which lead to a single iteration lasting for a day or even several days, which, in turn, lead to difficulties in managing and designing the project on my part. That's why I decided to found Task Force Northern Wind – a developer group deploying a set of practices that utilize agile development and tight cooperation between developers, ultimately leading to better results. Task Force Northern Wind is looking for you, if you're able and willing to take part in development of multiplayer gamemodes during European noons, meaning approximately the time between 09:00 and 19:00 GMT. We're seeking people with a friendly and cooperative mindset; in addition, while tolerance to the consistently present bad humor is not required, it just will make your life a lot easier! If you're a scripter/programmer, we'd love to hear from you if: you master full stack development from database setup and integration to user interfaces in Arma, especially considering the multiplayer environment; OR you master some of the skills required in multiplayer mission development and you're available to work with other developers when they need you approximately during the above-mentioned time window. If you have other skills that you think we might be interested in, make sure to contact me on Steam or join our Discord and poke us! See you on the battlefield!
  3. So I have tried googling and such but I have yet to find an answer to my question. Is there any chance of having new animations in-game? Because even simple animations are non existent like a unit clapping or yelling and such. It would be really nice for mission makers if crowd animations were existent for example. We would create better environments and make story driven missions making even more feasible. I mean I tried finding animations cheering the players who arrive and I could not find like one such animation. The LOW DLC should alone have some. Civilian casualties and their actions in times of war, how can we depict them with no appropriate animations? So even if there are no such plans please keep the question as a request because if after the Tanks DLC the game stops having serious updates it would be a minus not to have a few more animations.
  4. Premium Content Suggestion

    Playing with friends, they're often confused by what is premium and what isn't in the arsenal. I was thinking premium items could be color coded (corresponding to their CfgMod) to show what really is premium. A small line of code "isPremium = true" for example could be added to decide what is, or some other way. Amazingly high quality example: The color itself for premium weapons would be visible before selection, mind you.
  5. Hello community. Bohemia Interactive has released several game data packages for the modding community. In addition to these data packages, new rules regarding content licensing and usage have been put forth for content creators. This thread will serve as a Questions & Answers hub for all matters related to the above mentioned data packages and the new content licensing terms. Simply post a question and a qualified person (most likely a developer) will answer it. The data packages and related information can be found HERE The new content licensing terms can be found HERE
  6. I'm starting this thread to discuss possible content for Arma 3 Apex. Anyone have predictions? Here's mine: To start off, factions. I personally think we'll be seeing USMC forces [BLUFOR] along with Chinese forces [OPFOR], and possibly Australian/CTRG forces [BLUFOR]. Of course, we'll likely see Tanoa's military [Independent] and a guerrilla faction [OPFOR]. Now for vehicles and weapons. It's confirmed that we'll be seeing Light Strike Vehicles and VTOLs, and possibly larger Patrol boats. Here's a list of what I'm assuming will be added: United States Marine Corps: APX - Pistol MP7 - Sub Machine Gun HK416 - Assault Rifle M27 IAR - Light Machine Gun HK417 - Sniper Rifle SMAW - Rocket Launcher ALSV - Light Strike Vehicle Cougar - Mine-Resistant Ambush-Protected EFV - Infantry Fighting Vehicle M551 Sheridan - Light Tank M1A3 Abrams - Main Battle Tank UH-1Y Venom - Transport Helicopter AH-1Z Viper - Attack Helicopter V-22 Osprey - VTOL Helicopter F-35B Lightning - VTOL Fighter CB90 AMOS - Patrol Boat USMC forces would have a wide variety of modern-futuristic gear, with some assets possibly being futurized. The Sheridan obviously being modernized. Australian Defense Force: USP - Pistol AUG-A3 - Assault Rifle AICW - Assault Rifle MAAWS - Rocket Launcher Hawkei - Mine-Resistant Ambush-Protected AS-LAV - Armored Personal Carrier OH-58 Kiowa - Light Helicopter Australian forces would retain a somewhat light force, similar to that of the AAF in scale and variety. Tanoan Armed Forces: M16A4 - Assault Rifle M60E4 - Light Machine Gun LAV-300 - Armored Personal Carrier AS-365 Dauphin - Light Helicopter AV-8B Harrier - VTOL Fighter Tanoan forces would service gear similar to that of Fiji's military, while obviously having new additions for variety. Tanoan Irregulars: AK-74 - Assault Rifle RPK-74 - Light Machine Gun SVD - Sniper Rifle RPG-7 - Rocket Launcher Tanoan irregulars would retain a lighter force, primarily using Cold War era equipment and repurposed Civilian vehicles. People's Liberation Army: QX-04 - Pistol QCW-05 - Sub Machine Gun QBZ-95 - Assault Rifle QJY-88 - Light Machine Gun QBU-88 - Sniper Rifle AMR-2 - Anti-Material Rifle FAV - Light Strike Vehicle CS/VP3 - Mine Resistant Ambush Protected ZBD-09 - Armored Personal Carrier ZBD-04 - Infantry Fighting Vehicle ZTZ-99 - Main Battle Tank PGZ-95 - Self-Propelled Anti-Aircraft Gun PLZ-05 - Self-Propelled Gun Z-10 - Attack Helicopter Z-9 Haitun - Transport Helicopter Z-11 - Light Helicopter J-31 Gyrfalcon - VTOL Fighter Chinese forces would service modern-futuristic equipment, with some assets possibly being futurized. So that's my list. Anyone else have any ideas?
  7. Here's a reinforcement script I made for a SP mission. It ended up being a project in itself. Initially I made the script to reinforce the enemy. However, it can also be used for friendly reinforcements just as easy. How It Works: -Spawns in a flying helicopter -loads it with an infantry group -heads to the AO and drops the group off in the general vicinity of the LZ Marker. Either by landing or by paradrop. -The infantry group will seek & destroy the nearest enemy(ies) or go into patrol mode. -The helicopter then flys off to [0,0,0] to be deleted. -The helo may choose to turn around and engage known enemies instead, if he sees it necessary. Notes: Intended for SP use, but should work on dedicated server aswell. No testing was done in a dedicated environment, though certain precaution(s) were taken while writing the script so that it may work on dedicated aswell. Hopefully :p Example Mission v1.1 ------------ CHANGE LOG ------------ v1.0 - initial release v1.1 - * Added paradrop parameter * The group will no longer see animals as enemies * Adjusted how the group detects enemies * Countless other revisions init.sqf /* ---------------------------------------------------------- See reinforcements.sqf comments for usage instructions ----------------------------------------------------------*/ call compile PreProcessFile "reinforcements.sqf"; [EAST, "spawnMrk", "LZMrk", 2, true, true, true, true, true] spawn TAG_fnc_reinforcements; reinforcements.sqf /* --------------------------------------------------------------------------------------------------------- File: reinforcements.sqf Author: Iceman77 Description: A function that will create a fully manned helo which inserts infantry units into an AO. Parameter(s): _this select 0 <side> - EAST, WEST, RESISTANCE _this select 1 <string> - Marker: (spawn position of the helo) _this select 2 <string> - Marker: (Landing Zone for the helo) _this select 3 <number> - Skill Setting: (1,2,3,4 >> 1 = Noob AI -- 4 = Deadly Ai) _this select 4 <bool> - SAD Mode: (True = Seek & destroy mode enabled. False = Patrol Mode Enabled) _this select 5 <bool> - Body Deletion: (True = delete dead Bodies of the reinforcements, False = let the dead bodies stay on the battlefield) _this select 6 <bool> - Cycle Mode: (True = ON, False = OFF) _this select 7 <bool> - Paradrop: (True = Enabled, False = Disabled) _this select 8 <bool> - Debug Mode: (True = Enabled, False = Disabled) Usage: _nul = [sIDE, "string", "string", number, bool, bool, bool, bool, bool] spawn TAG_fnc_reinforcements; >> _nul = [EAST, "spawnMrk", "LZMrk", 2, true, true, true, true, false] spawn TAG_fnc_reinforcements; << ---------------------------------------------------------------------------------------------------------*/ TAG_fnc_reinforcements = { if (!isServer) exitWith {}; //arguments definitions _side = _this select 0; _spawnMrk = _this select 1; _LZMrk = _this select 2; _skill = _this select 3; _sadMode = _this select 4; _bodyDelete = _this select 5; _cycleMode = _this select 6; _paraDrop = _this select 7; _debugMode = _this select 8; _heloCrew = createGroup _side; //set the scope of local variables that are defined in other scope(s), so they can be used over the entire script private ["_ranGrp","_helo","_infgrp"]; //Debug output of the passed arguments if (_debugMode) then { sleep 1; hint format ["Debug mode is enabled %1 (SP ONLY!!). Mapclick teleport, invincibility and marker tracking are enabled.", name player]; player globalChat format ["Side: %1", _side]; player globalChat format ["Spawn Position: %1 ", _spawnMrk]; player globalChat format ["Landing Zone: %1", _LZMrk]; player globalChat format ["AI Skill: %1", _skill]; player globalChat format ["SAD Mode: %1", _sadMode]; player globalChat format ["Body Deletion: %1", _bodyDelete]; player globalChat format ["Cycle Mode: %1", _cycleMode]; player globalChat format ["Debug Mode: %1", _debugMode]; }; //Side Check to spawn appropriate helicopter & cargo switch (_side) do { case WEST : { _ranGrp = ["BUS_InfSquad","BUS_InfSquad_Weapons"] call BIS_fnc_selectRandom; _helo = [getMarkerPos _spawnMrk, markerDir _spawnMrk, "B_Heli_Transport_01_F", WEST] call BIS_FNC_spawnVehicle; _infgrp = [getMarkerPos _spawnMrk, WEST, (configFile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> _ranGrp)] call BIS_fnc_spawnGroup; }; case EAST : { _ranGrp = ["OIA_InfSquad","OIA_InfSquad_Weapons"] call BIS_fnc_selectRandom; _helo = [getMarkerPos _spawnMrk, markerDir _spawnMrk, "O_Heli_Light_02_F", EAST] call BIS_FNC_spawnVehicle; _infgrp = [getMarkerPos _spawnMrk, EAST, (configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> _ranGrp)] call BIS_fnc_spawnGroup; }; case RESISTANCE : { _ranGrp = ["HAF_InfSquad","HAF_InfSquad_Weapons"] call BIS_fnc_selectRandom; _helo = [getMarkerPos _spawnMrk, markerDir _spawnMrk, "I_Heli_Transport_02_F", RESISTANCE] call BIS_FNC_spawnVehicle; _infgrp = [getMarkerPos _spawnMrk, RESISTANCE, (configFile >> "CfgGroups" >> "Indep" >> "IND_F" >> "Infantry" >> _ranGrp)] call BIS_fnc_spawnGroup; }; }; //Debug output of the helo + cargo if (_debugMode) then { player globalChat format ["Group Selection: %1", _ranGrp]; player globalChat format ["Helo Array: %1", _Helo]; player globalChat format ["Cargo Group: %1", _infGrp]; }; //Set the infantry groups skill levels switch (_skill) do { case 1 : { { _x setSkill ["general",1]; _x setSkill ["aimingAccuracy",0.2]; _x setSkill ["aimingShake",0.2]; _x setSkill ["aimingSpeed",0.7]; _x setSkill ["endurance",0.1]; _x setSkill ["spotDistance",0.1]; _x setSkill ["spotTime",0.1]; _x setSkill ["courage",1]; _x setSkill ["reloadspeed",0.1]; _x setSkill ["commanding",0.5]; } forEach units _infGrp; }; case 2 : { { _x setSkill ["general",1]; _x setSkill ["aimingAccuracy",0.3]; _x setSkill ["aimingShake",0.3]; _x setSkill ["aimingSpeed",0.7]; _x setSkill ["endurance",0.2]; _x setSkill ["spotDistance",0.2]; _x setSkill ["spotTime",0.2]; _x setSkill ["courage",1]; _x setSkill ["reloadspeed",0.2]; _x setSkill ["commanding",0.75]; } forEach units _infGrp; }; case 3 : { { _x setSkill ["general",1]; _x setSkill ["aimingAccuracy",0.3]; _x setSkill ["aimingShake",0.4]; _x setSkill ["aimingSpeed",1]; _x setSkill ["endurance",0.5]; _x setSkill ["spotDistance",0.3]; _x setSkill ["spotTime",0.3]; _x setSkill ["courage",1]; _x setSkill ["reloadspeed",0.75]; _x setSkill ["commanding",1]; } forEach units _infGrp; }; case 4 : { { _x setSkill ["general",1]; _x setSkill ["aimingAccuracy",0.4]; _x setSkill ["aimingShake",0.5]; _x setSkill ["aimingSpeed",1]; _x setSkill ["endurance",0.5]; _x setSkill ["spotDistance",0.5]; _x setSkill ["spotTime",0.5]; _x setSkill ["courage",1]; _x setSkill ["reloadspeed",1]; _x setSkill ["commanding",1]; } forEach units _infGrp; }; }; //Assign the crew to a group & assign cargo to the helo {[_x] joinSilent _heloCrew;} forEach crew (_helo select 0); {_x assignAsCargo (_helo select 0); _x moveInCargo (_helo select 0);} forEach units _infgrp; //Debug output of the total crew count (cargo counts as crew too) if (_debugMode) then {player globalChat format ["Helicopter Total Crew Count: %1", count crew (_helo select 0)];}; //Enable body deletion if the _bodyDelete parameter is passed as true if (_bodyDelete) then { {_x addMPEventhandler ["MPKilled",{[(_this select 0)] spawn TAG_fnc_deleteTrash}]} forEach crew (_helo select 0) + [(_helo select 0)]; if (isNil "bodyDeleteInit") then { bodyDeleteInit = 1; TAG_fnc_deleteTrash = { sleep 60; hideBody (_this select 0); sleep 5; deleteVehicle (_this select 0); }; }; }; if (isNil "debugInit") then { debugInit = 1; if (_debugMode) then { ["Teleport_ID", "onMapSingleClick", "TAG_fnc_teleport"] call BIS_fnc_addStackedEventHandler; TAG_fnc_teleport = { player setPos _pos; { _grpPos = [player, 10 + (random 15), random 360] call BIS_fnc_relPos; _x setPosATL _grpPos; } forEach units (group player); hintSilent format ["Moved to grid %1", mapGridPosition player]; }; }; }; //Find a flat position around the LZ marker & create an HPad there. _flatPos = [getMarkerPos _LZMrk , 0, 400, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; _hPad = createVehicle ["Land_HelipadEmpty_F", _flatPos, [], 0, "NONE"]; //Debug output map markers private ["_mrkPos","_mrkLZ","_mrkHelo","_mrkinf","_mrkTarget"]; if (_debugMode) then { _color = [(((side leader _infGrp) call bis_fnc_sideID) call bis_fnc_sideType),true] call bis_fnc_sidecolor; _mrkPos = createMarker [format ["%1", random 10000], _flatPos]; _mrkPos setMarkerShape "ICON"; _mrkPos setMarkerType "mil_objective"; _mrkPos setMarkerSize [1,1]; _mrkPos setMarkerColor _color; _mrkPos setMarkerText "Actual LZ"; _mrkLZ = createMarker [format ["%1", random 10000], getMarkerPos _LZMrk]; _mrkLZ setMarkerShape "ICON"; _mrkLZ setMarkerType "mil_dot"; _mrkLZ setMarkerSize [1,1]; _mrkLZ setMarkerColor _color; _mrkLZ setMarkerText "LZ Area"; _mrkHelo = createMarker [format ["%1", random 10000], getPosATL (_helo select 0)]; _mrkHelo setMarkerShape "ICON"; _mrkHelo setMarkerType "o_air"; _mrkHelo setMarkerSize [1,1]; _mrkHelo setMarkerColor _color; _mrkHelo setMarkerText format ["%1", (_helo select 0)]; _mrkInf = createMarker [format ["%1", random 10000], getPosATL leader _infGrp]; _mrkInf setMarkerShape "ICON"; _mrkInf setMarkerType "mil_dot"; _mrkInf setMarkerSize [1,1]; _mrkInf setMarkerColor _color; [(_helo select 0), _infGrp, _mrkHelo, _mrkInf] spawn { while {{alive _x} count units (_this select 1) > 0 || canMove (_this select 0)} do { (_this select 2) setMarkerPos getPosATL (_this select 0); (_this select 3) setMarkerPos getPosATL leader (_this select 1); sleep 1; }; }; }; //Give the helicopter an unload waypoint onto the hpad if (!_paraDrop) then { _heloWp = _heloCrew addWaypoint [_hPad, 0]; _heloWp setWaypointType "TR UNLOAD"; _heloWp setWaypointBehaviour "CARELESS"; _heloWp setWaypointCombatMode "BLUE"; _heloWp setWaypointSpeed "FULL"; _heloWp setWaypointStatements ["true", "(vehicle this) LAND 'LAND';"]; //wait until the helicopter is touching the ground before ejecting the cargo waitUntil {isTouchingGround (_helo select 0) || {!canMove (_helo select 0)}}; {unAssignVehicle _x; _x action ["eject", vehicle _x]; sleep 0.5;} forEach units _infgrp; //Eject the cargo //wait Until the infantry group is no longer in the helicopter before assigning a new WP to the helicopter waitUntil {{!alive _x || !(_x in (_helo select 0))} count (units _infGrp) == count (units _infGrp)}; if (_debugMode) then {player globalChat format ["Helo Cargo Count: %1", {alive _x && (_x in (_helo select 0))} count (units _infGrp)];}; _heloWp = _heloCrew addWaypoint [[0,0,0], 0]; _heloWp setWaypointType "MOVE"; _heloWp setWaypointBehaviour "AWARE"; _heloWp setWaypointCombatMode "RED"; _heloWp setWaypointSpeed "FULL"; _heloWp setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; } else { //disable collision to avoid deaths and setup the paradrop {_x disableCollisionWith (_helo Select 0)} forEach units _infGrp; (_helo select 0) flyInHeight 200; if (isNil "TAG_fnc_para") then { TAG_fnc_para = { { unAssignVehicle _x; _x action ["eject", vehicle _x]; sleep 1.5; _chute = createVehicle ["Steerable_Parachute_F", getPosATL _x, [], 0, "CAN_COLLIDE"]; _chute attachTo [_x,[0,0,0]]; detach _chute; _x moveIndriver _chute; } forEach assignedCargo (_this select 0); }; }; _heloWp = _heloCrew addWaypoint [_hPad, 0]; _heloWp setWaypointType "MOVE"; _heloWp setWaypointBehaviour "CARELESS"; _heloWp setWaypointCombatMode "BLUE"; _heloWp setWaypointSpeed "FULL"; _heloWp setWaypointStatements ["true", "nul = [(vehicle this)] spawn TAG_fnc_para;"]; _heloWp = _heloCrew addWaypoint [[0,0,0], 0]; _heloWp setWaypointType "MOVE"; _heloWp setWaypointBehaviour "AWARE"; _heloWp setWaypointCombatMode "RED"; _heloWp setWaypointSpeed "FULL"; _heloWp setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; }; //wait until cargo is empty & if _sadMode is passed as true, then add a SAD WP on the nearest enemy.. else, go into patrol mode waitUntil {{!alive _x || !(_x in (_helo select 0))} count (units _infGrp) == count (units _infGrp)}; if (_debugMode) then { {deleteMarker _x;} forEach [_mrkLZ, _mrkPos]; }; if (_sadMode) then { if (_debugMode) then {player globalChat "Scanning for targets to enable SAD Mode";}; private "_nearestEnemies"; _nearestEnemies = []; _nearestMen = nearestObjects [getPosATL leader _infGrp, ["Man"], 1000]; { if ( (side _x getFriend (side leader (_infGrp))) < 0.6 && {side _x != CIVILIAN} ) then { _nearestEnemies = _nearestEnemies + [_x]; }; } forEach _nearestMen; if (count _nearestEnemies > 0) then { _enemy = _nearestEnemies call bis_fnc_selectRandom; _attkPos = [_enemy, random 100, random 360] call BIS_fnc_relPos; _infWp = _infGrp addWaypoint [_attkPos, 0]; _infWp setWaypointType "SAD"; _infWp setWaypointBehaviour "AWARE"; _infWp setWaypointCombatMode "RED"; _infWp setWaypointSpeed "FULL"; if (_debugMode) then { player globalChat "Target Found. Setting SAD waypoint"; _colorTarget = [(((side _enemy) call bis_fnc_sideID) call bis_fnc_sideType),true] call bis_fnc_sidecolor; _mrkTarget = createMarker [format ["%1", random 10000], _attkPos]; _mrkTarget setMarkerShape "ICON"; _mrkTarget setMarkerType "mil_dot"; _mrkTarget setMarkerSize [1,1]; _mrkTarget setMarkerColor _colorTarget; _mrkTarget setMarkerText "SAD Target Area"; }; } else { [_infGrp, getPosATL (leader _infGrp), 200] call BIS_fnc_taskPatrol; if (_debugMode) then {player globalChat "No targets found. Patrol mode enabled";}; }; } else { [_infGrp, getPosATL (leader _infGrp), 200] call BIS_fnc_taskPatrol; if (_debugMode) then {player globalChat "Patrol Mode";}; }; // IF _cycleMode is passed as true, then re-run the function (this function!), else do nothing. if (_cycleMode) then { waitUntil {{alive _x} count units _infgrp + [(_helo select 0)] == 0}; if (_debugMode) then { player globalChat "Patrol and helicopter dead"; {deleteMarker _x;} forEach [_mrkHelo, _mrkinf, _mrkTarget]; }; sleep 10; if (_debugMode) then {player globalChat "New Reinforcements created";}; [_side, _spawnMrk, _LZMrk, _skill, _sadMode, _bodyDelete, _cycleMode, _debugMode] spawn TAG_fnc_reinforcements; }; // Function End }; All feedback is welcome. Let me know if the problem is in SP or (MP) dedicated server and explain any problems you are having.
  8. I posted this on Reddit and felt that I should also post it here. I apologize if it's not in the right area. I'd imagine with the team working primarily on Apex and Nexus, there isn't much of a chance of us seeing old content such as the AMOS Marshall and KSG Shotgun. I think Bohemia Interactive should release older content with complimentary textures, unbinarized models, and config if possible, allowing the community to examine or add them in themselves. I really think BIS should consider this, and could possibly release it with the Arma 3 Samples. What do you guys think?
  9. Hello, mod makers, Bohemia Interactive has just released new (Arma) content licenses. We would like to encourage you to use them to license your work, and of course, we are releasing our sample models and game data from the past Arma installments under these licenses. You can check them all at http://www.bistudio.com/english/community/licenses. Brief summary follows: Arma Public License (APL) With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions: Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial — You may not use this material for any commercial purposes. Arma Only - You may not convert or adapt this material to be used in other games than Arma. The full text of the license can be obtained at http://www.bistudio.com/licenses/arma-public-license. Arma Public License Share Alike (APL-SA) With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions: Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial — You may not use this material for any commercial purposes. Arma Only - You may not convert or adapt this material to be used in other games than Arma. Share Alike — If you adapt, or build upon this material, you may distribute the resulting material only under the same license. The full text of the license can be obtained at http://www.bistudio.com/licenses/arma-public-license-share-alike. DAYZ Mod License Share Alike (DML-SA) With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions: Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial — You may not use this material for any commercial purposes Arma 2 Only - You may not convert or adapt this material to be used in other games than Arma 2 Share Alike — If you adapt, or build upon this material, you may distribute the resulting material only under the same license The full text of the license can be obtained at http://www.bistudio.com/licenses/dayz-mod-license-share-alike.
  10. Hello, you might be interested in how to use APL-SA-licensed 3rd-party content in your contest entries: Winning a prize in the competition could be considered commercial use. You can NOT include any 3rd-party content in your submission that is licenced for non commercial use only (e.g. under Arma Public Licenses or Creative Commons Non Commercial Licenses) without consent and specific license from the 3rd party. Bohemia Interactive grants license all participants in MANW to use its licensed data from http://www.bistudio.com/english/community/licenses/licenced-data-packages in the contest, as well as to use Arma 3 and Arma 3 Tools to create competition entries. To sum it up, you are free to use Bohemia's data for the contest, but you ALWAYS need to obtain 3rd-party's permission from anyone else. In case of APL-SA, the license's requirements apply even for the Make Arma Not War contest entries (Attribution, Non-Commercial, Arma Only, Share Alike).
  11. 1st Special Tactics Squadron (USAF Realism) Motto: "No Mission Too Difficult" Nickname: "Shadow Slayers" Who We Are: Established in June of 2013 and revived by the original Squadron Commander, the 1st Special Tactics Squadron is an Arma 3 MilSim unit that focuses on recreating the training, tactics, and joint-unit/service operations that real Battlefield Airmen experience all around the world in combat. Squadron Organization: We follow the real structure of a Special Tactics Squadron, which has a small Headquarters element (example, a Squadron Commander and Squadron First Sergeant) and 2 or more Flights. The Flight consists of two or more Airmen as a minimum and is more typically 2 or more Elements ("Squads" in Army and Marine Corps terms). AFSCs Enlisted AFSCs are as follows: 1C2X1- Combat Control (CCT) 1C3X1- Command Post 1C4X1- Tactical Air Control Party (TACP) 1N0X1- Operations Intelligence 1T0X1- Survival, Evasion, Resistance, and Escape (SERE) 1T2X1- Pararescue (PJ) 3N0X2- Broadcast Journalist 3N0X5- Photojournalist 3P0X1- Security Forces Officer AFSCs are as follows: 10C0 - Operations Commander 11SX- Special Operations Pilot 13CX- Special Tactics Officer 13DX- Combat Rescue Officer 13LX- Air Liaison Officer 14NX- Intelligence 31PX- Security Forces 35PX- Public Affairs Training: For new Trainees, they will go through Basic Military Training to prove that they are capable of operating maturely and responsibly as a member of a team within the Squadron. Once accepted, our new virtual Airmen go through a realistic recreation of their AFSC-specific Technical Schools. Officer Trainees will go through the Officer Training School and their AFSC-specific follow-on Schools/Courses. We also have advanced training that includes the Army's Airborne Course, Air Assault Course, Pathfinder Course, and Ranger School- just to name a few. Apply at: http://1ststs.enjin.com/home Mission: Conduct global special operations missions ranging from precision application of firepower to infiltration, aviation, foreign internal defense, ex-filtration, and resupply and refueling of SOF operational elements. Applicant Requirements: Must be 18+ years old (exceptions can be made) Must have ArmA 3 Must have TeamSpeak3 Must have Task Force Radio If you have questions, are interested in joining, or would simply like to request the assistance of the 1 STS- please feel free to message me here, or click the link at the top of the page and register on our forums to ask me there.
  12. - Bohemia Interactive, creators of the critically acclaimed Arma series and the standalone version of DAYZ, today announce the €500,000 Make Arma Not War content creation contest for Arma 3. With cash prizes ranging from €20,000 to €200,000, spread across four different categories, Bohemia Interactive challenges people to deliver their best work yet - and potentially move onto the radar of hundreds of thousands of Arma 3 players. Using the game as their platform, people can compete in four different categories: Total Modification, Singleplayer Game Mode, Multiplayer Game Mode, and Addon. The headline prize will be awarded to the winner of the Total Modification category, where the sole victor will be taking home €200,000. In the other categories, prize money is divided between 1st place (€50,000), 2nd place (€30,000), and 3rd place (€20,000). Projects which show a lot of potential might also be offered a contract by Bohemia Interactive, whether they have won the contest or not. “We’re delighted to be running a contest of such an incredible scope. The Make Arma Not War contest was brought to life to support our dedicated community of content creators, and stimulate the exciting culture of creativity that has formed over the yearsâ€, said Ivan Buchta, Creative Director at Bohemia Interactive, and one of the contest organizers. “Of course, with the stakes being this high, we’re expecting people to raise the bar – and we hope Arma 3 players will be there with us, to boost morale, and enjoy the fruits of the contestants’ hard labor.†In addition to the €500,000 in cash prizes, Bohemia Interactive is also proud to announce a unique collaboration with the International Committee of the Red Cross (ICRC), who will be handing out the Health Care in Danger Special Award. Given to the entry which covers the topic of ‘health care in danger’ the best, the winner(s) will go on a one-week trip to an ICRC mission in a foreign country, organized by the ICRC. While the application period is scheduled to open in 2014, people are already welcome to start working on their project. The closing date for submissions is October 28, 2014, after which a jury of Bohemia Interactive representatives and other industry professionals will begin to evaluate the finalists in each category (10 in the Total Modification/Multiplayer Game Mode/Addon categories, 20 in the Singleplayer Game Mode category). The winners will be announced on January 15, 2015. More details, including how people can cast their vote and support their favorite projects, are to be announced at a later date. “With the launch of the first Arma game in 2001, we’ve laid the foundation for our series’ long-standing history in user-content and modifications. It has led us to enjoy many amazing creations, among which is the popular DAYZ modâ€, said Bohemia Interactive’s CEO Marek Spanel. “Support for mod-making has always been a priority, and with Arma 3, our goal is to take it to the next level. The Make Arma Not War contest, as well as Arma 3’s integration of the Steam Workshop, the updated EULAs, and our refreshed Arma 3 tool suite, is all part of this effort. We can’t wait to see what comes from it!†The rules for the contest, which also includes information on dates, prizes, and categories, can be found on www.makearmanotwar.com. The Make Arma Not War website will be updated regularly, starting with additional instructions on how to apply in the beginning of next year. Last but not least, to stay up to date with the latest developments, people can sign up for the Make Arma Not War newsletter. Important announcements regarding the contest will also be communicated via the official Arma 3 social channels (Facebook, Twitter).
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