combinedarms.de

  • Bohemia Interactive Forums wrote:


    Is there a problem with using the setPos function on the Zeus-addon portable respawns (tents, bedrolls etc)?

    I've been experimenting with this, and while I can setPos everything else I tried, I can't setPos a portable respawn that was placed using the editor.
    If I make the respawn object in script (via createVehicle), and hold an object reference to it, I can setPos that OK, but not one that was placed in the editor.

    Couple of things I have noticed:

    1. The Camera view usually shows the Name of a targeted object in the lower-left corner. The name shown for a portable respawn (deployed or packed) is not what I assigned to it, and looks like some weird combination of a hex number and a file name?

    2. In the mission.sqm, it does not seem to have a "name" property for the respawn object.

    Is this a bug? Or am I just thick?




    Quelle: forums.bistudio.com/showthread…-objects&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hello,

    I have recently rented an Arma 2 server and have uploaded a working version of the Takistan Life Revolution mission.

    The mission works nicely. However, I am having difficulties editing the .pbo file in order to change the start-off money provided to new players and to enabled in-game admin control panel.

    For example:

    ListAdmins = [];
    isAdmin = false;

    listFile_loadAdmins = {
    [listFile_Admins, "ListAdmins"] call listFile_loadFile;
    };

    Although I have no experience in scripting / coding, I presume that this insert requires my UID (in quotations) as well as isAdmin = true. Yet, this did not enable the in-game admin control panel when pressing the default key 'U' while in the game and, at times, would not allow the server to start at all ("Waiting for Host" message).

    These fixes / edits are, most likely, very simple to those who have experience in scripting for Arma 2.

    I would appreciate any guidance regarding this topic.

    TS3: vs28.tserverhq.com:7031

    Thank you.




    Quelle: forums.bistudio.com/showthread…-editing&goto=newpost
  • Bohemia Interactive Forums wrote:






    [Excerpt from the Front Page of the Stratis Times - 2035-07-20]

    Altis is on Fire!


    (AAP - Agia Marina - 2035-07-20) Altis is on fire, and only time will tell whether it will arise from the ashes, or be burnt beyond recognition. As two titanic forces wage battle across the island of Altis and remnants of AAF troops retreat from Altis to remaining strongholds on Stratis, we look back on the disinformation, deception and catastrophes that have led us into the disastrous state of current affairs.

    Investigations by this paper have turned up covert correspondence from late December of last year between high ranking Altian and CSAT officials looking for assistance in "expanding Altian nuclear enrichment programs beyond current techniques and technologies". While not specifically spelled out, one can infer the only logical goal of expanding current program used for peaceful nuclear technology would be the development of a nuclear weapon program. If this is truly their goal, it would be in blatant violation of the NNPT (Nuclear Non Proliferation Treaty) Altis was a signatory of in 2024. To add further proof to this course of events, CSAT scientific and military personnel was observed in and about various military and government installations throughout February of this year, and they became a common sight in those areas the following months. Our inquiries through official channels as to the role of those CSAT personnel were simply stonewalled until rumors began to break publicly that Altis officials were pursuing a program of weaponizing nuclear material. International condemnation and outrage rained on our government and people as the information became public knowledge.

    As we all know, on June 24th CSAT forces began a full scale assault and invasion of Altis and within two days, fighting was raging between CSAT and AAF troops that had previously been performing 'military exercises' together. Not having the manpower or material of the CSAT units, the AAF troops were quickly overwhelmed, destroyed and pushed from the island. While NATO quickly condemned these actions, CSAT simply ramped up the build up of troops while the diplomats argued and soon occupied most of Altis.

    Reports of a build up of NATO and allied troops in the region as a 'precautionary measure' was already under way when exiled Altian officials presented their case to NATO officials to obtain support in forcing the CSAT occupiers from our homeland using any means necessary. We all believed that the NATO build up was simply posturing, but a full scale invasion of Altis by NATO forces commenced on last week. Neither side appears to have gained an upper hand in the fighting as it rages across all of Altis and the CSAT and NATO forces continue to pound each other. Recent activity at installments where remaining AAF forces have gathered on the island, appear to reinforce the rumors that our homeland troops are beginning to make incursions back onto the island.

    We cannot know whether Altis will be restored or destroyed, we can only pray for our soldiers and civilians caught between the NATO and CSAT onslaught.



    "Altis on Fire" is a 3 mission campaign I've developed for the Make Arma Not War Multiplayer Game Mode Contest. The three episodes follow the events that occur in June and July of 2035 when Altis' attempt to covertly research the technology to develop nuclear weapons leaks to the world. CSAT and NATO forces quickly become entangled in a quagmire on Altis where there is nowhere to hide.

    In Episode 1 - "Fallout", you take on the role of CSAT forces attempting to destroy evidence of their involvement in the nuclear research program when rumors of the Altian research and development comes to light.


    Episode 2 - "Force Recon" follows NATO troops spearheading an invasion to kick the CSAT occupiers off the island at the request of exiled Altian officials.


    Finally in Episode 3 - "Rock and a Hard Place" we take on the role of the remnants of the shattered AAF troops attempting to obtain and extract the remaining weaponized nuclear material from Altis while the NATO and CSAT troops wage war around them.


    Want to know the real scoop of what happened? Check out the spoiler below:

    Spoiler:


    2034-12-19 - Altis military and governmental leadership decide they want a nuclear weapons program to augment their growing military forces. Through covert channels, CSAT officials are approached to ask for assistance standing up and devloping the program.

    2035-01-23 - After a month of deliberating, CSAT agrees to assist with the caveat that CSAT military and scientific personnel can be stationed on the island to oversee the process throughout.

    2035-01-23 - Altian government and military officials agree to CSAT demand and operational details begin to be worked through.

    2035-02-04 - First CSAT personnel arrives on Altis. Both military and scientific 'advisors' arrive at military installations and additional personnel arrives as the program starts to build upon current Altian nuclear technology.

    2035-03-29 - A secret,'Weapons Grade' enrichment facility is completed outside of Kore, and true enrichment activities begin.

    2035-04-19 - Secondary enrichment facility near Pyrgos comes online.

    2035-05-03 - NATO 'Climate Monitoring' satellite detects traces of radioactive enrichment activity on Altis, top NATO members are informed and covert investigations begin.

    2035-05-29 - Key and secondary NATO nations briefed on possible Altian nuclear program.

    2035-06-07 - Information released during the NATO briefings leak publicly and CSAT officials scramble to determine if their involvement has been discovered.

    2035-06-13 - CSAT publicly offers 'assistance' to NATO to investigate the claims of violation of the NNPT. They just so happen to have a task force in the region.

    2035-06-16 - NATO declines offer of assistance, claiming that regional NATO diplomats can handle the issue and military involvement is not warranted at this time.

    2035-06-18 - CSAT begins recall scientific personnel working on the project from Altis.

    2035-06-24 - (Episode 1 - Fallout) In conjunction with the military personnel still on the ground, CSAT special forces infiltrate the island and begin to systematically dismantling the enrichment facilities and destroying any evidence of CSAT involvement.

    2035-06-25 - Tensions escalate and small scale skirmishes begin to occur across the island between AAF and CSAT troops as AAF troops are told to defend any material and personnel related with the program. AAF personnel ordered to begin to take key research and material from the program and hide them in hidden caches across the island.

    2035-06-26 - Skirmishes escalate into full scale fighting, but as neither side wishes the program or their involvement to be discovered, a full scale black out of communications from the island is imposed. With reports of AAF personnel removing and hiding the material weaponized to this point, CSAT quickly mobilizes remaining forces in the region and pours them into Altis.

    2035-06-27 - Civilians take to the seas in any seaworthy vessel they can find to escape the fighting and word of the conflict reaches the outside world. NATO condemns CSAT actions and CSAT claims it moved in response to 'credible evidence' of NATO involvement in the alleged Altian nuclear program.

    2035-06-29 - NATO forces in the region go on alert status when spy plane and satellite overflights verify the fighting. Key NATO nations begin mobilizing additional assets to converge on bases in the region.

    2035-07-02 - CSAT forces subdue the bulk of the AAF units, pushing the rest off the island or forcing them to surrender. More CSAT troops are brought in to scouring the region for further evidence/nuclear material amid growing international condemnation.

    2035-07-07 - Altian government officials in exile plead with NATO to help them wrest control of their island back from CSAT. CSAT troops occupy most of the island, but resistance cells start cropping up as civilians start hit and run tactics on the occupiers.

    2035-07-11 - CSAT still not able to account for all the research and enriched nuclear material evidence of their involvement with the program.

    2035-07-13 - NATO delivers an ultimatum to CSAT that all CSAT personnel must be off the island and control handed back over to the proper Altian government by July 15.

    2035-07-14 - (Episode 2 - Force Recon) CSAT still has not responded, and NATO elite forces drop and insert onto the island in multiple locations to cause chaos and confusion amongst the occupying forces prior to a full scale invasion.

    2035-07-15 - NATO forces invade the island and initial successes allow them to gain a foothold.

    2035-07-17 - Conventional NATO and CSAT forces continue to slug it out across the entirety of the island. GPS no longer functions for either side when both sides jam the GPS signal frequencies across most of the island.

    2035-07-18 - (Episode 3 - Rock and a Hard Place) Remnants of the AAF military still in hiding in the hills and in contact with the government in exile attempt to use the chaos as a screen to extract the last remaining evidence and nuclear material from the island. The convoy carrying the material is attacked and contact with them is lost. Elements of AAF off island are mobilized and dropped in to retrieve and escape with the material.



    Features and General Notes:
    - AoF missions can be played with 2-10 players, and have multiple parameters available from the role selection screen to adjust game settings including numbers if AI, AI skill level, weather, time of day, and many other options.
    - Each mission is unique and has a style all it's own while AI is randomized every time leading to vastly different gameplay from session to session!
    - All three AoF missions contain a lot of AI. It is highly suggested you play the mission on a dedicated server with a Headless Client if at all possible. Headless Client support is built directly into all three missions.
    - For Best Gameplay, the missions should be played with all map markers turned off and at the "Veteran" or "Expert" difficulty level.
    - The missions really shine when the "ACRE" radio mod is used, but it is not a requirement and the missions can be played and enjoyed without it as well.
    - Mission specific gameplay information is listed in the "Gameplay Notes" of each mission briefing.

    Installation:
    - Download the Missions from Steam Workshop or extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.

    Changelog:

    v 1.05
    - Episode 1: Added in a "Unit Scatter Distance" parameter to allow players to set initial unit scatter distance from 1 to 10 KM, default is 2.5KM
    - Episodes 1-3: Minor tweaks to AI settings.
    - Epilogue: Added in a new 'Epilogue' mission. The mission is very Alpha and still has some bugs in it, but I would love to get some feedback on where it stands so far. Don't have it published on Steam Workshop yet, but you can download direct from here.

    v 1.04
    - Episode 1: Redesign of the 'drop' mechanism to create better randomization of drops.
    - Episode 2: Bug fix for the Kavala "Destroy Bridges" task. Now changed to "Mine Bridges". Must mine the 4 bridges with 3-4 mines each to complete task.
    - Episode 2: Added in a few basic crates at step off points to give the players some extra starting gear.
    - Episode 3: Minor tweaks to the AI levels.

    v 1.03
    - Various minor bug fixes and tweaks across all three missions.

    v 1.01 & 1.02
    - Internal testing versions.

    v 1.0
    - Zeus is now integrated into all three missions! The missions will still work fine without someone filling the role of Zeus, but it's now supported for those that want to use it.
    - The Virtual AmmoBox (VAS) has been removed the Force Recon mission due to popular request.
    - Minor tweaks to AI and some small bugfixes.

    v 0.99
    - First Public Release. Why 0.99 you ask? Well, I've done tons of playtesting, and while I'm pretty sure all the missions are ready for release, I'm sure you guys will find issues! Please report any you find!

    Credits & Thanks:
    - Thanks to all those supported my own mission making efforts through the forums, Skype channels and various other avenues as well as the community contributors and great scripts that were used in Altis on Fire:
    - AI Spawn Script Pack by spunFin
    - Civilian Vehicle Spawn by Zealot
    - Enemy Occupation System (EoS) by BangaBob
    - MAD Ambient Life by MAD T
    - Headless Client AutoDetect Script by elec
    - Repetitive Cleanup Script by Aeroson
    - SLP Spawning Script by Nomadd
    - Taskmaster/moveObjects/Random Position Scripts by Shuko
    - Also, lot's of direct coding help and support from NeoArmageddon & spunFin

    - Also special thanks to a great batch of playtesters that helped motivate me along the way to make bigger and better missions, all while having a blast playing:
    - Dodgy Moustache
    - Harrier
    - La Gran We
    - Mr_H
    - Ninja Monkey
    - Partizan
    - Shifty
    - Smitty
    - WaZza
    - Zim

    ---------- Post added at 21:23 ---------- Previous post was at 21:22 ----------

    Quick note. This mission/campaign was originally posted up over in the Make Arma Not War Contest, but now that the Contest is over I figured it'd be better to shift this thread over to the official user made campaign/missions forum.




    Quelle: forums.bistudio.com/showthread…Campaign&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hey,

    Today I'm gonna tell you how to import a font to Arma 3. This tutorial is Windows only. First of all sorry for the mistakes in English, I'm french.

    Because I am a kid, i'll take a kid font for demonstration.

    Here is the demonstration font : http://www.dafont.com/fr/soymilk.font

    First of all, download it. Then you'll find a .ttf (In this case, Denne-Soymilk.ttf). Open it and you'll see something like this (Sorry, french screen) :



    Have a look on the yellow part, the name of the font, Soymilk. Write it somewhere, it's gonna be useful. Now click on Install.

    Now, download BI Tools 2.5.1 and install at least the FontToTGA and TexView 2

    Done ? Well !

    Go in your BI Tools installation directory (By default : C:\Program Files (x86)\Bohemia Interactive\Tools) and you'll find the FontToTga folder.

    Go in !

    Here we are, right click on generateFontFamily.bat and then "Modifiy"

    You'll have something like this :
    Code:

    call generateOneSize Arial 06
    call generateOneSize Arial 07
    call generateOneSize Arial 08
    call generateOneSize Arial 09
    call generateOneSize Arial 10
    call generateOneSize Arial 11

    But there is a problem with it... First, we don't want the Arial font, but Soymilk font, so replace Arial by Soymilk
    And, we want more sizes of font than 6 to 11. So here is what I have :

    Code:

    call generateOneSize Soymilk 06
    call generateOneSize Soymilk 07
    call generateOneSize Soymilk 08
    call generateOneSize Soymilk 09
    call generateOneSize Soymilk 10
    call generateOneSize Soymilk 11
    call generateOneSize Soymilk 12
    call generateOneSize Soymilk 13
    call generateOneSize Soymilk 14
    call generateOneSize Soymilk 15
    call generateOneSize Soymilk 16
    call generateOneSize Soymilk 17
    call generateOneSize Soymilk 18
    call generateOneSize Soymilk 19
    call generateOneSize Soymilk 20
    call generateOneSize Soymilk 21
    call generateOneSize Soymilk 22
    call generateOneSize Soymilk 23
    call generateOneSize Soymilk 24
    call generateOneSize Soymilk 25
    call generateOneSize Soymilk 26
    call generateOneSize Soymilk 27
    call generateOneSize Soymilk 28
    call generateOneSize Soymilk 29
    call generateOneSize Soymilk 30
    call generateOneSize Soymilk 31
    call generateOneSize Soymilk 32
    call generateOneSize Soymilk 33
    call generateOneSize Soymilk 34
    call generateOneSize Soymilk 35
    call generateOneSize Soymilk 36
    call generateOneSize Soymilk 37
    call generateOneSize Soymilk 38
    call generateOneSize Soymilk 39
    call generateOneSize Soymilk 40

    I'm going to size 40. It's enough for me.
    Now, run the file we just modified, it will create a folder Fonts with 175 files. I won't explain what are these files, cause it's only a functionnal tutorial and not an explanation about how it works.
    We now want to convert the .tga files to.paa

    Run CMD and go to your TexView2 folder inside of the CMD.
    Now, you must type the line to convert your files.
    Here is mine (Check your own path) :

    Code:

    Pal2PacE C:\Program Files (x86)\Bohemia Interactive\Tools\FontToTga\Fonts
    Now you can delete all hte TGA files and keep only the PAA and FXY files.

    You must now create an addon.
    Create a folder where you want and name it "fontTest". Ok ? Well go inside and create a config.cpp file.

    Here is my config for example :
    Code:

    class CfgPatches {
    class fontTest {
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.1;
    requiredAddons[] = {};
    };
    };

    class CfgFontFamilies {
    class Soymilk {
    fonts[] = {"\fontTest\Soymilk\Soymilk06","\fontTest\Soymilk\Soymilk07","\fontTest\Soymilk\Soymilk08","\fontTest\Soymilk\Soymilk09","\fontTest\Soymilk\Soymilk10","\fontTest\Soymilk\Soymilk11","\fontTest\Soymilk\Soymilk12","\fontTest\Soymilk\Soymilk13","\fontTest\Soymilk\Soymilk14","\fontTest\Soymilk\Soymilk15","\fontTest\Soymilk\Soymilk16","\fontTest\Soymilk\Soymilk17","\fontTest\Soymilk\Soymilk18","\fontTest\Soymilk\Soymilk19","\fontTest\Soymilk\Soymilk20","\fontTest\Soymilk\Soymilk21","\fontTest\Soymilk\Soymilk22","\fontTest\Soymilk\Soymilk23","\fontTest\Soymilk\Soymilk24","\fontTest\Soymilk\Soymilk25","\fontTest\Soymilk\Soymilk26","\fontTest\Soymilk\Soymilk27","\fontTest\Soymilk\Soymilk28","\fontTest\Soymilk\Soymilk29","\fontTest\Soymilk\Soymilk30","\fontTest\Soymilk\Soymilk31","\fontTest\Soymilk\Soymilk32","\fontTest\Soymilk\Soymilk33","\fontTest\Soymilk\Soymilk34","\fontTest\Soymilk\Soymilk35","\fontTest\Soymilk\Soymilk36","\fontTest\Soymilk\Soymilk37","\fontTest\Soymilk\Soymilk38","\fontTest\Soymilk\Soymilk39","\fontTest\Soymilk\Soymilk40"};
    spaceWidth = 0.7;
    spacing = 0.13;
    };
    };

    Create a Soymilk folder in your addon and place all PAA and FXY files.

    Pack it into a PBO, put in a modfolder, and run your game, then test it. It's done.

    Have fun !




    Quelle: forums.bistudio.com/showthread…n-Arma-3&goto=newpost
  • Bohemia Interactive Forums wrote:






    [Excerpt from the Front Page of the Stratis Times - 2035-07-20]

    Altis is on Fire!


    (AAP - Agia Marina - 2035-07-20) Altis is on fire, and only time will tell whether it will arise from the ashes, or be burnt beyond recognition. As two titanic forces wage battle across the island of Altis and remnants of AAF troops retreat from Altis to remaining strongholds on Stratis, we look back on the disinformation, deception and catastrophes that have led us into the disastrous state of current affairs.

    Investigations by this paper have turned up covert correspondence from late December of last year between high ranking Altian and CSAT officials looking for assistance in "expanding Altian nuclear enrichment programs beyond current techniques and technologies". While not specifically spelled out, one can infer the only logical goal of expanding current program used for peaceful nuclear technology would be the development of a nuclear weapon program. If this is truly their goal, it would be in blatant violation of the NNPT (Nuclear Non Proliferation Treaty) Altis was a signatory of in 2024. To add further proof to this course of events, CSAT scientific and military personnel was observed in and about various military and government installations throughout February of this year, and they became a common sight in those areas the following months. Our inquiries through official channels as to the role of those CSAT personnel were simply stonewalled until rumors began to break publicly that Altis officials were pursuing a program of weaponizing nuclear material. International condemnation and outrage rained on our government and people as the information became public knowledge.

    As we all know, on June 24th CSAT forces began a full scale assault and invasion of Altis and within two days, fighting was raging between CSAT and AAF troops that had previously been performing 'military exercises' together. Not having the manpower or material of the CSAT units, the AAF troops were quickly overwhelmed, destroyed and pushed from the island. While NATO quickly condemned these actions, CSAT simply ramped up the build up of troops while the diplomats argued and soon occupied most of Altis.

    Reports of a build up of NATO and allied troops in the region as a 'precautionary measure' was already under way when exiled Altian officials presented their case to NATO officials to obtain support in forcing the CSAT occupiers from our homeland using any means necessary. We all believed that the NATO build up was simply posturing, but a full scale invasion of Altis by NATO forces commenced on last week. Neither side appears to have gained an upper hand in the fighting as it rages across all of Altis and the CSAT and NATO forces continue to pound each other. Recent activity at installments where remaining AAF forces have gathered on the island, appear to reinforce the rumors that our homeland troops are beginning to make incursions back onto the island.

    We cannot know whether Altis will be restored or destroyed, we can only pray for our soldiers and civilians caught between the NATO and CSAT onslaught.



    "Altis on Fire" is a 3 mission campaign I've developed for the Make Arma Not War Multiplayer Game Mode Contest. The three episodes follow the events that occur in June and July of 2035 when Altis' attempt to covertly research the technology to develop nuclear weapons leaks to the world. CSAT and NATO forces quickly become entangled in a quagmire on Altis where there is nowhere to hide.

    In Episode 1 - "Fallout", you take on the role of CSAT forces attempting to destroy evidence of their involvement in the nuclear research program when rumors of the Altian research and development comes to light.


    Episode 2 - "Force Recon" follows NATO troops spearheading an invasion to kick the CSAT occupiers off the island at the request of exiled Altian officials.


    Finally in Episode 3 - "Rock and a Hard Place" we take on the role of the remnants of the shattered AAF troops attempting to obtain and extract the remaining weaponized nuclear material from Altis while the NATO and CSAT troops wage war around them.


    Want to know the real scoop of what happened? Check out the spoiler below:

    Spoiler:


    2034-12-19 - Altis military and governmental leadership decide they want a nuclear weapons program to augment their growing military forces. Through covert channels, CSAT officials are approached to ask for assistance standing up and devloping the program.

    2035-01-23 - After a month of deliberating, CSAT agrees to assist with the caveat that CSAT military and scientific personnel can be stationed on the island to oversee the process throughout.

    2035-01-23 - Altian government and military officials agree to CSAT demand and operational details begin to be worked through.

    2035-02-04 - First CSAT personnel arrives on Altis. Both military and scientific 'advisors' arrive at military installations and additional personnel arrives as the program starts to build upon current Altian nuclear technology.

    2035-03-29 - A secret,'Weapons Grade' enrichment facility is completed outside of Kore, and true enrichment activities begin.

    2035-04-19 - Secondary enrichment facility near Pyrgos comes online.

    2035-05-03 - NATO 'Climate Monitoring' satellite detects traces of radioactive enrichment activity on Altis, top NATO members are informed and covert investigations begin.

    2035-05-29 - Key and secondary NATO nations briefed on possible Altian nuclear program.

    2035-06-07 - Information released during the NATO briefings leak publicly and CSAT officials scramble to determine if their involvement has been discovered.

    2035-06-13 - CSAT publicly offers 'assistance' to NATO to investigate the claims of violation of the NNPT. They just so happen to have a task force in the region.

    2035-06-16 - NATO declines offer of assistance, claiming that regional NATO diplomats can handle the issue and military involvement is not warranted at this time.

    2035-06-18 - CSAT begins recall scientific personnel working on the project from Altis.

    2035-06-24 - (Episode 1 - Fallout) In conjunction with the military personnel still on the ground, CSAT special forces infiltrate the island and begin to systematically dismantling the enrichment facilities and destroying any evidence of CSAT involvement.

    2035-06-25 - Tensions escalate and small scale skirmishes begin to occur across the island between AAF and CSAT troops as AAF troops are told to defend any material and personnel related with the program. AAF personnel ordered to begin to take key research and material from the program and hide them in hidden caches across the island.

    2035-06-26 - Skirmishes escalate into full scale fighting, but as neither side wishes the program or their involvement to be discovered, a full scale black out of communications from the island is imposed. With reports of AAF personnel removing and hiding the material weaponized to this point, CSAT quickly mobilizes remaining forces in the region and pours them into Altis.

    2035-06-27 - Civilians take to the seas in any seaworthy vessel they can find to escape the fighting and word of the conflict reaches the outside world. NATO condemns CSAT actions and CSAT claims it moved in response to 'credible evidence' of NATO involvement in the alleged Altian nuclear program.

    2035-06-29 - NATO forces in the region go on alert status when spy plane and satellite overflights verify the fighting. Key NATO nations begin mobilizing additional assets to converge on bases in the region.

    2035-07-02 - CSAT forces subdue the bulk of the AAF units, pushing the rest off the island or forcing them to surrender. More CSAT troops are brought in to scouring the region for further evidence/nuclear material amid growing international condemnation.

    2035-07-07 - Altian government officials in exile plead with NATO to help them wrest control of their island back from CSAT. CSAT troops occupy most of the island, but resistance cells start cropping up as civilians start hit and run tactics on the occupiers.

    2035-07-11 - CSAT still not able to account for all the research and enriched nuclear material evidence of their involvement with the program.

    2035-07-13 - NATO delivers an ultimatum to CSAT that all CSAT personnel must be off the island and control handed back over to the proper Altian government by July 15.

    2035-07-14 - (Episode 2 - Force Recon) CSAT still has not responded, and NATO elite forces drop and insert onto the island in multiple locations to cause chaos and confusion amongst the occupying forces prior to a full scale invasion.

    2035-07-15 - NATO forces invade the island and initial successes allow them to gain a foothold.

    2035-07-17 - Conventional NATO and CSAT forces continue to slug it out across the entirety of the island. GPS no longer functions for either side when both sides jam the GPS signal frequencies across most of the island.

    2035-07-18 - (Episode 3 - Rock and a Hard Place) Remnants of the AAF military still in hiding in the hills and in contact with the government in exile attempt to use the chaos as a screen to extract the last remaining evidence and nuclear material from the island. The convoy carrying the material is attacked and contact with them is lost. Elements of AAF off island are mobilized and dropped in to retrieve and escape with the material.



    Features and General Notes:
    - AoF missions can be played with 2-10 players, and have multiple parameters available from the role selection screen to adjust game settings including numbers if AI, AI skill level, weather, time of day, and many other options.
    - Each mission is unique and has a style all it's own while AI is randomized every time leading to vastly different gameplay from session to session!
    - All three AoF missions contain a lot of AI. It is highly suggested you play the mission on a dedicated server with a Headless Client if at all possible. Headless Client support is built directly into all three missions.
    - For Best Gameplay, the missions should be played with all map markers turned off and at the "Veteran" or "Expert" difficulty level.
    - The missions really shine when the "ACRE" radio mod is used, but it is not a requirement and the missions can be played and enjoyed without it as well.
    - Mission specific gameplay information is listed in the "Gameplay Notes" of each mission briefing.

    Installation:
    - Download the Missions from Steam Workshop or extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.

    Changelog:

    v 1.05
    - Episode 1: Added in a "Unit Scatter Distance" parameter to allow players to set initial unit scatter distance from 1 to 10 KM, default is 2.5KM
    - Episodes 1-3: Minor tweaks to AI settings.
    - Epilogue: Added in a new 'Epilogue' mission. The mission is very Alpha and still has some bugs in it, but I would love to get some feedback on where it stands so far. Don't have it published on Steam Workshop yet, but you can download direct from here.

    v 1.04
    - Episode 1: Redesign of the 'drop' mechanism to create better randomization of drops.
    - Episode 2: Bug fix for the Kavala "Destroy Bridges" task. Now changed to "Mine Bridges". Must mine the 4 bridges with 3-4 mines each to complete task.
    - Episode 2: Added in a few basic crates at step off points to give the players some extra starting gear.
    - Episode 3: Minor tweaks to the AI levels.

    v 1.03
    - Various minor bug fixes and tweaks across all three missions.

    v 1.01 & 1.02
    - Internal testing versions.

    v 1.0
    - Zeus is now integrated into all three missions! The missions will still work fine without someone filling the role of Zeus, but it's now supported for those that want to use it.
    - The Virtual AmmoBox (VAS) has been removed the Force Recon mission due to popular request.
    - Minor tweaks to AI and some small bugfixes.

    v 0.99
    - First Public Release. Why 0.99 you ask? Well, I've done tons of playtesting, and while I'm pretty sure all the missions are ready for release, I'm sure you guys will find issues! Please report any you find!

    Credits & Thanks:
    - Thanks to all those supported my own mission making efforts through the forums, Skype channels and various other avenues as well as the community contributors and great scripts that were used in Altis on Fire:
    - AI Spawn Script Pack by spunFin
    - Civilian Vehicle Spawn by Zealot
    - Enemy Occupation System (EoS) by BangaBob
    - MAD Ambient Life by MAD T
    - Headless Client AutoDetect Script by elec
    - Repetitive Cleanup Script by Aeroson
    - SLP Spawning Script by Nomadd
    - Taskmaster/moveObjects/Random Position Scripts by Shuko
    - Also, lot's of direct coding help and support from NeoArmageddon & spunFin

    - Also special thanks to a great batch of playtesters that helped motivate me along the way to make bigger and better missions, all while having a blast playing:
    - Dodgy Moustache
    - Harrier
    - La Gran We
    - Mr_H
    - Ninja Monkey
    - Partizan
    - Shifty
    - Smitty
    - WaZza
    - Zim

    ---------- Post added at 21:23 ---------- Previous post was at 21:22 ----------

    Quick note. This mission/campaign was originally posted up over in the Make Arma Not War Contest, but now that the Contest is over I figured it'd be better to shift this thread over to the official user made campaign/missions forum.




    Quelle: forums.bistudio.com/showthread…Campaign&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hey,

    Today I'm gonna tell you how to import a font to Arma 3. This tutorial is Windows only. First of all sorry for the mistakes in English, I'm french.

    Because I am a kid, i'll take a kid font for demonstration.

    Here is the demonstration font : http://www.dafont.com/fr/soymilk.font

    First of all, download it. Then you'll find a .ttf (In this case, Denne-Soymilk.ttf). Open it and you'll see something like this (Sorry, french screen) :



    Have a look on the yellow part, the name of the font, Soymilk. Write it somewhere, it's gonna be useful. Now click on Install.

    Now, download BI Tools 2.5.1 and install at least the FontToTGA and TexView 2

    Done ? Well !

    Go in your BI Tools installation directory (By default : C:\Program Files (x86)\Bohemia Interactive\Tools) and you'll find the FontToTga folder.

    Go in !

    Here we are, right click on generateFontFamily.bat and then "Modifiy"

    You'll have something like this :
    Code:

    call generateOneSize Arial 06
    call generateOneSize Arial 07
    call generateOneSize Arial 08
    call generateOneSize Arial 09
    call generateOneSize Arial 10
    call generateOneSize Arial 11

    But there is a problem with it... First, we don't want the Arial font, but Soymilk font, so replace Arial by Soymilk
    And, we want more sizes of font than 6 to 11. So here is what I have :

    Code:

    call generateOneSize Soymilk 06
    call generateOneSize Soymilk 07
    call generateOneSize Soymilk 08
    call generateOneSize Soymilk 09
    call generateOneSize Soymilk 10
    call generateOneSize Soymilk 11
    call generateOneSize Soymilk 12
    call generateOneSize Soymilk 13
    call generateOneSize Soymilk 14
    call generateOneSize Soymilk 15
    call generateOneSize Soymilk 16
    call generateOneSize Soymilk 17
    call generateOneSize Soymilk 18
    call generateOneSize Soymilk 19
    call generateOneSize Soymilk 20
    call generateOneSize Soymilk 21
    call generateOneSize Soymilk 22
    call generateOneSize Soymilk 23
    call generateOneSize Soymilk 24
    call generateOneSize Soymilk 25
    call generateOneSize Soymilk 26
    call generateOneSize Soymilk 27
    call generateOneSize Soymilk 28
    call generateOneSize Soymilk 29
    call generateOneSize Soymilk 30
    call generateOneSize Soymilk 31
    call generateOneSize Soymilk 32
    call generateOneSize Soymilk 33
    call generateOneSize Soymilk 34
    call generateOneSize Soymilk 35
    call generateOneSize Soymilk 36
    call generateOneSize Soymilk 37
    call generateOneSize Soymilk 38
    call generateOneSize Soymilk 39
    call generateOneSize Soymilk 40

    I'm going to size 40. It's enough for me.
    Now, run the file we just modified, it will create a folder Fonts with 175 files. I won't explain what are these files, cause it's only a functionnal tutorial and not an explanation about how it works.
    We now want to convert the .tga files to.paa

    Run CMD and go to your TexView2 folder inside of the CMD.
    Now, you must type the line to convert your files.
    Here is mine (Check your own path) :

    Code:

    Pal2PacE C:\Program Files (x86)\Bohemia Interactive\Tools\FontToTga\Fonts
    Now you can delete all hte TGA files and keep only the PAA and FXY files.

    You must now create an addon.
    Create a folder where you want and name it "fontTest". Ok ? Well go inside and create a config.cpp file.

    Here is my config for example :
    Code:

    class CfgPatches {
    class fontTest {
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.1;
    requiredAddons[] = {};
    };
    };

    class CfgFontFamilies {
    class Soymilk {
    fonts[] = {"\fontTest\Soymilk\Soymilk06","\fontTest\Soymilk\Soymilk07","\fontTest\Soymilk\Soymilk08","\fontTest\Soymilk\Soymilk09","\fontTest\Soymilk\Soymilk10","\fontTest\Soymilk\Soymilk11","\fontTest\Soymilk\Soymilk12","\fontTest\Soymilk\Soymilk13","\fontTest\Soymilk\Soymilk14","\fontTest\Soymilk\Soymilk15","\fontTest\Soymilk\Soymilk16","\fontTest\Soymilk\Soymilk17","\fontTest\Soymilk\Soymilk18","\fontTest\Soymilk\Soymilk19","\fontTest\Soymilk\Soymilk20","\fontTest\Soymilk\Soymilk21","\fontTest\Soymilk\Soymilk22","\fontTest\Soymilk\Soymilk23","\fontTest\Soymilk\Soymilk24","\fontTest\Soymilk\Soymilk25","\fontTest\Soymilk\Soymilk26","\fontTest\Soymilk\Soymilk27","\fontTest\Soymilk\Soymilk28","\fontTest\Soymilk\Soymilk29","\fontTest\Soymilk\Soymilk30","\fontTest\Soymilk\Soymilk31","\fontTest\Soymilk\Soymilk32","\fontTest\Soymilk\Soymilk33","\fontTest\Soymilk\Soymilk34","\fontTest\Soymilk\Soymilk35","\fontTest\Soymilk\Soymilk36","\fontTest\Soymilk\Soymilk37","\fontTest\Soymilk\Soymilk38","\fontTest\Soymilk\Soymilk39","\fontTest\Soymilk\Soymilk40"};
    spaceWidth = 0.7;
    spacing = 0.13;
    };
    };

    Create a Soymilk folder in your addon and place all PAA and FXY files.

    Pack it into a PBO, put in a modfolder, and run your game, then test it. It's done.

    Have fun !




    Quelle: forums.bistudio.com/showthread…n-Arma-3&goto=newpost
  • Bohemia Interactive Forums wrote:


    I've taken real life island from a topography website and imported it into L3DT and moved it over to Terrain Builder. So far I have done my mask.png along with layers.cfg, my sat image, and a normals image. I have also finished my roads. So now I am moving into creating towns and citys. The only problem is where I want to make my city is a steep hill and the roads are moving along on hills after hills... and so on. And sometimes the roads go on the side of the hills so it looks funky. How would I make a flat area within Terrain Builder to solve my issues? I would also like to point out I used CAPTNCAPS video tutorials for terrain creation.

    Thanks -Luke




    Quelle: forums.bistudio.com/showthread…ain-flat&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi to all !
    I want to change (for myself) DMS scope magnification ratio, actually i want to add one more magnification step, by default it have 1x-12x magnification (not sure about the values) changed in two steps, i want to add third step with more magnification. For example 1x-12x-36x
    I tried to extract weapons_f PBO file but didn't find anything related to scopes at all...

    So the questions are:
    1. Which PBO i need to extract ?
    2. What config.bin i need to edit ?
    3. Which exactly values i need to edit into config file ?

    Thanks for any help !




    Quelle: forums.bistudio.com/showthread…-e-t-c-)&goto=newpost
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