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Found 21 results

  1. 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
  2. clinical_dish2

    Confusion Regarding Season8

    I am a casual gamer so I haven't played in a couple of weeks. I was just wondering why I can't seem to find any matches on Fiske. I personally love this map it is the one I know the best. I am also working on collecting the lighters, trolls, and records in game. If you did away with this map, I would appreciate it if you bring it back. If its still in game I would apricate it if you explain how the match generation works.
  3. Currently, the max render distance of a weapon-mounted IR laser is 1.7km on max settings all around. Any further and the laser disappears. So I was wondering if there is a mod out there that I haven't been able to find or a script that exists to increase said render distance. Is there an engine limitation or something or what the case here The whole reason I'm asking is because as an arma pilot it would be really easy for me to just ask for a weapon-mounted laser or laso to acquire the target and also add one of these lasers to the aircraft to spot targets for friendlies on the ground with a IR laser. Any insight would be greatly appreciated thanks! TSTRONGSHARK
  4. Soldier27

    Switch News?

    To start off, amazing game, an incredible job to have it port to the switch and just like any other game (dayZ, Arma 3 and now vigor) I fully support Bohemia in general and encourage others to do so. My only curiosity is... yes the game was announce on March for the switch to later have the close beta on April, it was said that the release day of the game is to be on the summer, now it has been about a month of no news in regards the game and several friends ask me the same questions since they didnt get to experience the game on switch , therefore my question is... would we be given any news/announcements soon? or nothing else will be announce until the actual release day? -thank you
  5. Hello, Brand new Mini DayZ player here, [less than a week] and I am loving it! My boyfriend was playing for a while then after hearing all the excitement, I asked about it and he showed me. I am now happily a fan. It takes me back to my PC game days of Krush, Kill, & Destroy but more hands on. After playing the game and lots of dying, I now have a ton of questions [and a suggestion or 2] that I can't seem to find the answers to. Hopefully you can answer them. ***What clothing items [besides T-shirt] can be torn into rags? I have searched so many places online and I cannot seem to find the answer to this. I know in the original game DayZ, there was a decent list of clothing that could be torn into rags, some even torn into more than 1 rag. Please help! ***How many times can you harvest a plant before it "dies" ? Do the plants die, become unable to be used? I know you get like 2-5 crop from most plants. What I'm wondering is if it keeps growing new crop on it's own or do you have to plant new things each harvest? [note: this is in reference to farming in the game. I am not asking about berry bushes.] *** How long do items survive when dropped on the ground? Does the map referesh every X amount of hours? *** Can your character get attacked while inside a civilian tent? *** Why can bear traps hurt our characters but not barbed wire? Wouldn't it make sense to make bear traps and other similiar things only harm the enemies? Seems to give them even more of an unfair advantage than what they already have. *** What is the purpose of the fuel can? *** Why can certain enemies enter certain buildings? How do we know which enemies can enter buildings or which buildings they can enter? Do enemies change per island you visit? *** What is the secret place? How would we know we have found the secret place?
  6. So I'm currently making a vanilla (except for 3den enhanced on my end) singleplayer campaign. I finished Feuerex's tutorial on the subject but I still have some questions. 1. How can I hide missions that the player hasn't gotten to yet in the campaign menu? 2. How do I transfer the player's inventory between missions? And then I have some questions relating to my campaign in general. 1. How do I move the mission between scenario phases? (referring to these https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases) 2. How should I go about making a hub level? like camp maxwell in survive. 3. How do I make required gear for missions while in the hub level? Again using survive as an example.
  7. Hei Outlanders. As always there will be a live stream happening this Wednesday (December 5) at 6 PM CET So please ask any questions you might have right now under this post, so we can make sure to prioritize them and address them once we're live. You can catch us on Wednesday at 6 PM (UTC+01:00) on our streaming channels https://mixer.com/vigorgame https://www.twitch.tv/vigorthegame Se you all there!
  8. Friendly reminder that there will be another DevStream Happening on Wednesday at usual o'clock. ? ➡️ And as always - make sure to ask your questions before the Livestream so we can make sure to address them once we're live ?
  9. Galactic Fr0st


    Do knives deal different damage, swing faster, have more range, or are different in ANY way?
  10. Michael Scarlatti

    In need of an Air Assault Consultant

    Hey everyone! To make it short I'm thinking on making an Arma 3 series portraying an Air Assault Squad; however I am in need of someone who has knowledge or a background with an Air Assault Squad. Everything from tactics, terminology, protocols etc. I want to make this series realistic as possible to avoid any misrepresentation. "Theirs nothing worse than misrepresenting our armed forces!" Please PM me or reply here if anyone wishes to help! Thank you!
  11. Outlanders ! - Friendly reminder that there will be a Dev Stream today With Pyrit and Locklear. You can catch us live on our official streaming channels at 6 PM (CET) ➡️ https://mixer.com/vigorgame ➡️ https://www.twitch.tv/vigorthegame If you have any questions, you can as always ask before the Livestream so we can prioritize them and make sure to address them once we're live :) ➡️
  12. Hello Outlanders! Another week, another Dev Stream incoming. So once again we are giving you the wonderful opportunity to ask questions Before the Live stream so we can make sure to address them and prioritize them once we are live! :)
  13. Hello everyone! Friendly reminder that there will be another Dev Stream happening tomorrow (September 26) on our official streaming channels at usuall o'clock (meaning 6 PM CEST (UTC +02:00) Mixer: https://mixer.com/vigorgame Twitch: https://www.twitch.tv/vigorthegame But I have a special favor to ask - Should you have any questions about Vigor in general or about the upcoming update - make sure to share them with me right here, right now So I can make sure to address them in the live stream. Sometimes it's really hard to spot all of the questions in the chat and this way it will be much easier to answer the majority of your questions. - Also, make sure to vote (like) for your favorite questions so we can prioritize them.
  14. 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.
  15. As part of our countdown to launch, we'll be hosting a Launch Sneak Preview livestream hangout on Saturday, August 10, at 17:00 UTC. Live from Bohemia Interactive HQ in Prague, the session will be streamed on Arma 3's channel on Twitch.tv. The session is expected to last about one hour. [ATTACH=CONFIG]207[/ATTACH] Based on our previous livestream experience, we welcome you all to submit questions in this thread - some of which we'll try to answer during the livestream. Thomas Ryan (Designer) will be hosting the hangout, supported by Arma 3's eLeads Jay Crowe (Creative Director), Petr Kolar (Encoding Lead) and Joris-Jan van 't Land (Project Lead). Overall, we aim to select about 5-10 questions. Please note that our focus is on Arma 3's launch content, so questions about the campaign will be addressed at a later date. The status of fixed-wing aircraft in Arma 3 will be detailed further in the next SITREP. Last but not least, be sure set yourself a reminder by enlisting for the official event on Arma 3’s Facebook page.
  16. I recently was told that ArmA 3 will only launch with 1 fixed wing aircraft.. This seems very small to me and I am rather dissapointed. So BIS, why only one?
  17. Welcome to the Community in Command forum thread! In the upcoming weeks, we're putting you in Command of our Facebook Wednesdays. As such, we'll try to address the questions you might have, feature extraordinary forum/community activities, or let you battle over statements/polls/screenshots. So if there's anything you'd like answered or featured, please let us know in this thread and we'll do our best to respond!
  18. We’ve entered Round 4 to answer some of your questions on modding and editing! 1. Will the game support options for modding? (MadDogX & Resistance-Rat) 2. Are there any plans to include a mission/map editor? (jibemorel & Resistance-Rat) 3. Will it be possible to crossover data from Arma or Take On Helicopters to Carrier Command? (zGuba) 4. If there will be any future add-ons, will it include more islands and terrains? (BFCrusader) 5. Will there be a public Beta? (RemyLion) If you have any other questions, please feel free to let us know via Facebook, Twitter, the special Community in Command forum thread, or in the comments on our website!
  19. Hi All, I have Arma2 and Arma2 OA installed as Combined Ops already and patched to 1.60. But today I just decided to purchase the Reinforcements DVD so I can get the nicer textures for BAF and PMC content. My question is: Once I install the BAF & PMC content from the Reinforcements DVD over to my CO 1.60 installation, do I then have to re-run the base 1.60 patch for Arma2 again? I guess it would depend upon what version of BAF & PMC are on the DVD but Im assuming the DVD doesnt come with the latest patched versions. I'd like to avoid having to do a complete uninstall and reinstall of the game.
  20. http://www.arma2.com/beta-patch.php + some crashfixes and other fixes