combinedarms.de

  • News-Feed wrote:




    Sahrani Rearmed 2 - UI File A3 von Marseille77 (v1.0)


    Marseille77 veröffentlichte sein Sahrani Rearmed 2 - UI File A3 Addon in den Bi-Foren. Das Addon enthält ein Flaggen und Fraktions UI Addon mit Namen, Ladebildschirme etc. aus Armed Assault 1 (2006).

    Zitat

    UI File with Faction information, names etc.for Sahrani, the Armies of Armed Assault 1 (2006).

    Features:
    - Flags
    - SahraniNames
    - Flagmarker
    - Logo for news sites
    - loadingscreens
    - Factions



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3617
  • News-Feed wrote:




    Bundeswehr Kleiderkammer von [3.JgKp]Deadeye (v1.9)

    ***** Update *****


    [3.JgKp]Deadeye veröffentlichte sein Bundeswehr Kleiderkammer (Gear of the German Armed Forces) Addon in den Bi-Foren. Das Addon enthält verschiedene Arten von Kopfbedeckungen, die vor allem auf dem M92 Helmet basieren.

    Zitat

    It's here! Version 1.9 just launched.

    This Update contains new Versions of the Feldbluse, primarily the War-Versions. Also all Camo-Patterns have been updated and the whole mod has been polished. Squad-XMLs are visible and there are damage-states. More detailed Infos are, as always, in the changelog.
    Version 2.0 will contain the Feldjacke and probably even Ace-Support for the Headgear

    Changelog:
    v1.9
    + new feldbluse models
    + insignia and clan sign
    + damage model
    + suitpack as groundobject
    ~ camo
    ~ the LOD Concept
    ~ mass of feldmützen and helmets
    ~ grass on the helmets is now darker
    ^ headgear now fits everywhere
    ^ the kleiderkammer is now Zeus combatible
    ^ shadowlods



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3362
  • News-Feed wrote:




    ASR AI 3 von Robalo (v0.9.26)

    ***** Update *****

    Robalo veröffentlichte sein ASR AI 3 Addon in den Bi-Foren. Enthält das bekannte Addon aus ArmA2. Das Addon soll die KI Fähigkeiten deutlich verbessern.

    Zitat

    This is my AI enhancement mod for Arma3.
    To install, extract userconfig from the archive into your main Arma 3 directory, extract @ASR_AI3 into your favorite mod folder location (usually same place, main Arma 3 directory).

    Changelog:
    v0.9.26
    - tweaked audio signature and night visibility for soldiers (harder to spot/hear, works better for stealth)
    - queue unit initialization - instead of running unit's init code directly, now unit is just added to a queue which is then processed sequentially at regular intervals; eliminates any load spikes resulting from spawning multiple units at once
    - some tiny aiming and spotting rebalance tweaks
    - danger.fsm tweaks: some optimisation; allow vehicle crews to send target info to nearby groups
    - removed dynamic server view distance adjustment
    - overall code optimisation/reorganisation; reduced number of loops
    - removed some unnecessary broadcast from server to clients



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1403
  • News-Feed wrote:




    Close Air Support Field System von JW Custom (v0.2b

    ***** Update *****

    JW Custom veröffentlichte sein Close Air Support Field System Skript in den Bi-Foren. Das Script fügt Luftunterstützung hinzu.

    Zitat

    Changelog:
    v0.2b
    - Changed here and there
    - Fixed possibility to have unlimited CAS calls
    - Added proper Multiplayer support



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=447
  • News-Feed wrote:




    Ambient Helicopters von skullfox (v1.0)


    skullfox veröffentlichte sein Ambient Helicopters Skript in den Bi-Foren. Das Skript sucht nach allen definierten Hubschrauberlandeplätzen im Spiel.

    Zitat


    It search for all defined helipads and create pairs, startpad and endpad.You can place even helipads in the editor or use the map helipads. Then it create a random helicopter and give the order to move to the paired helipad and rest for a random time, about 8min then it will return to the first helipad and rest again. If the helicopter is damaged(30%) it will be deleted and a new one will start from the first helipad.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3615
  • Bohemia Interactive Forums - ARMA 3 - MULTIPLAYER wrote:


    Hi guys, I am looking for some motivation =) So I thought I would get an expression of interest into a multiplayer mission design I have come up with.

    I am in the process of creating a simply designed series of multiplayer game modes that venture away from some very popular game mods such as KoTH and Wasteland (Both of which I enjoy alot).

    Think along the lines of - Battlefield meets Project reality meets Arma 3 while kept simplified.

    The general idea of the missions are to be

    - A-symmetrical in design so that the teams involved play to eachothers strengths and weakness's.
    - A very hardcore mode that focus's on teamplay. Pre-defined classes and roles that are specific to the success of the mission. No squad icons, No map markers, No 3rd person. A brutally hardcore environment.
    - A large scope - 70 Players. Focus on good FPS and gameplay due to the simple yet effective design of the mission.
    - Utilize only standard Arma 3 features so no mods are required
    - Effective re spawn timer and revive system, a team who can manage their men and keep them alive / revive them is going to have the decisive upper hand to those who have to respawn.


    Class's and loadouts being pre defined aims to create a team environment where each role has a specific purpose and ultimately create a balanced environment where you don't see everyone carrying high powered marksmen rifles with good optics. Such class's would have limited slots available and would be pertinent to mission success. Squads would need specialist roles to accommodate the success of the mission.

    Vehicles and equipment are not something that are spammed, a Ghosthawk gunship support would be a huge and effective advantage to the team, transport vehicles and munitions would play a key role. A deploy-able MG nest to cover an area would be an effective tool and not something that could be taken lightly or sniped for 3 kilometers away.

    Good and stable FPS, lack of vehicle spam and a focus on tactical squad play within the AO will create very reasonable frame rates.

    No gimmicky unlocks or leveling system. (No disrespect to any mission or mod that has these)

    A brief overview of the first scenario I have almost completed is as follows.

    OPFOR have more players than BLUFOR. % To be determined.

    -- OPFOR Insurgents are defending weapon caches located around the town of Kavala and BLUFOR have to destroy them.

    -- Side objectives can appear and can contain anything from weapons caches with advanced weapons or vehicles that can help sway the fight. Teams will have to decide weather or not to divert resources to capture these objectives.

    Assets and Spawns.

    OPFOR have the luxury of multiple spawn locations within the town and have at their disposal multiple .50 Cal Pickups and civilian vehicles scattered around. The armed pickups are on a set respawn timer. Each time a weapon cache is destroyed OPFOR loose a spawn point and are pushed farther back from their objectives.

    BLUFOR have established an FOB on the outskirts of town with multiple land transport vehicles to insert them into the AO, they also have control of a nearby airfield with a Hummingbird and Ghosthawk gunship available to them. These vehicles are on a set re spawn timer. Each time a weapon cache is destroyed BLUFOR gain a foothold in the form of a closer spawn point to the objectives.

    A brief look at each sides roles and equipment, keeping in mind roles are pre defined and each team can only have a certain number of each role (Solders / Riflemen excluded are unlimited)

    OPFOR - Opfor are less organized but brutal, theyre baseline solders carry higher caliber rifles and RPG's. Where they lack advanced optics and accuracy they make up for in power and numbers.

    Soldier - Standard 7.62 rifle and RPG with one HE round.
    Medic - Medkit and Standard 7.62 rifle.
    Marksmen - Higher caliber rifle with medium range optic
    Sapper - 5.56 rifle, assorted mines, Toolkit, explosives and deployable MG.
    Machine gunner - 7.62 LMG
    Sniper - .50 cal Sniper rifle + Rangefinders.

    BLUFOR - Blufor are an organized army of trained soldiers. Each soldier has a more specific role and purpose.

    Riflemen - Standard 6.5 Rifle with close range optic
    Medic - Medkit and Standard 6.5 Rifle
    Marksmen - 7.62 DMR with medium range optic
    Engineer - 6.5 Carbine, 2x Satchel charges and a Toolkit
    Grenadier - Underslung Grenade launcher 6.5 Rifle
    Anti Tank - PCML, 6.5 Carbine
    Machine Gunner - 6.5 LMG with close range optic
    Sniper - .408 Cheytac + Rangefinders
    Forward Recon - 5.56 Carbine, deployable UAV

    ----

    So thats a basic overview, as I said im just looking for an EOI on the gameplay.

    Let me know what you think.

    Thanks,




    Quelle: forums.bistudio.com/showthread…-within)&goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - MULTIPLAYER wrote:


    Hi guys, I am looking for some motivation =) So I thought I would get an expression of interest into a multiplayer mission design I have come up with.

    I am in the process of creating a simply designed series of multiplayer game modes that venture away from some very popular game mods such as KoTH and Wasteland (Both of which I enjoy alot).

    Think along the lines of - Battlefield meets Project reality meets Arma 3 while kept simplified.

    The general idea of the missions are to be

    - A-symmetrical in design so that the teams involved play to eachothers strengths and weakness's.
    - A very hardcore mode that focus's on teamplay. Pre-defined classes and roles that are specific to the success of the mission. No squad icons, No map markers, No 3rd person. A brutally hardcore environment.
    - A large scope - 70 Players. Focus on good FPS and gameplay due to the simple yet effective design of the mission.
    - Utilize only standard Arma 3 features so no mods are required
    - Effective re spawn timer and revive system, a team who can manage their men and keep them alive / revive them is going to have the decisive upper hand to those who have to respawn.


    Class's and loadouts being pre defined aims to create a team environment where each role has a specific purpose and ultimately create a balanced environment where you don't see everyone carrying high powered marksmen rifles with good optics. Such class's would have limited slots available and would be pertinent to mission success. Squads would need specialist roles to accommodate the success of the mission.

    Vehicles and equipment are not something that are spammed, a Ghosthawk gunship support would be a huge and effective advantage to the team, transport vehicles and munitions would play a key role. A deploy-able MG nest to cover an area would be an effective tool and not something that could be taken lightly or sniped for 3 kilometers away.

    Good and stable FPS, lack of vehicle spam and a focus on tactical squad play within the AO will create very reasonable frame rates.

    No gimmicky unlocks or leveling system. (No disrespect to any mission or mod that has these)

    A brief overview of the first scenario I have almost completed is as follows.

    OPFOR have more players than BLUFOR. % To be determined.

    -- OPFOR Insurgents are defending weapon caches located around the town of Kavala and BLUFOR have to destroy them.

    -- Side objectives can appear and can contain anything from weapons caches with advanced weapons or vehicles that can help sway the fight. Teams will have to decide weather or not to divert resources to capture these objectives.

    Assets and Spawns.

    OPFOR have the luxury of multiple spawn locations within the town and have at their disposal multiple .50 Cal Pickups and civilian vehicles scattered around. The armed pickups are on a set respawn timer. Each time a weapon cache is destroyed OPFOR loose a spawn point and are pushed farther back from their objectives.

    BLUFOR have established an FOB on the outskirts of town with multiple land transport vehicles to insert them into the AO, they also have control of a nearby airfield with a Hummingbird and Ghosthawk gunship available to them. These vehicles are on a set re spawn timer. Each time a weapon cache is destroyed BLUFOR gain a foothold in the form of a closer spawn point to the objectives.

    A brief look at each sides roles and equipment, keeping in mind roles are pre defined and each team can only have a certain number of each role (Solders / Riflemen excluded are unlimited)

    OPFOR - Opfor are less organized but brutal, theyre baseline solders carry higher caliber rifles and RPG's. Where they lack advanced optics and accuracy they make up for in power and numbers.

    Soldier - Standard 7.62 rifle and RPG with one HE round.
    Medic - Medkit and Standard 7.62 rifle.
    Marksmen - Higher caliber rifle with medium range optic
    Sapper - 5.56 rifle, assorted mines, Toolkit, explosives and deployable MG.
    Machine gunner - 7.62 LMG
    Sniper - .50 cal Sniper rifle + Rangefinders.

    BLUFOR - Blufor are an organized army of trained soldiers. Each soldier has a more specific role and purpose.

    Riflemen - Standard 6.5 Rifle with close range optic
    Medic - Medkit and Standard 6.5 Rifle
    Marksmen - 7.62 DMR with medium range optic
    Engineer - 6.5 Carbine, 2x Satchel charges and a Toolkit
    Grenadier - Underslung Grenade launcher 6.5 Rifle
    Anti Tank - PCML, 6.5 Carbine
    Machine Gunner - 6.5 LMG with close range optic
    Sniper - .408 Cheytac + Rangefinders
    Forward Recon - 5.56 Carbine, deployable UAV

    ----

    So thats a basic overview, as I said im just looking for an EOI on the gameplay.

    Let me know what you think.

    Thanks,




    Quelle: forums.bistudio.com/showthread…-within)&goto=newpost
  • News-Feed wrote:




    Bushmaster PMV A3 von P1nGa (v0.1 Alpha)

    P1nGa veröffentlichte sein Bushmaster PMV A3 Addon in den Bi-Foren. Das Addon enthält ein Bushmaster PMV.

    Zitat

    I will update this post with some more pictures and details in the coming few days. My plan is to have a Pre-Alpha version for testing internally with my group in the next week and once we are happy it is not the cause of any major issues it will be unleashed on the public.

    Planned Variants:
    Troop Transport Unarmed
    Troop Transport MAG-58
    Troop Transport EOS R400 RWS
    Ambulance
    ISTAR
    Command
    IED Interogation
    Single Cab Utility

    Planned Features:
    TBA

    Includes optional 'XEH Adapter Addon' which is required for compatibility with ACE3.

    There are a hand full of known bugs:
    * Drivers Hands Not Attached To Steering Wheel in First Person View.
    * Driver Invisible in External View
    * Cargo-Turrets Turned In, Have External Sound Environment.
    * Rear Cargo-Turrets Turned In Have Wrong Turn/Elev Limits (Turned Out is Fine).
    * Vehicle Faction is wrong (No Icon Error In Mission Editor, i just plain forgot to change this).
    * Most Animations need tweaking.

    Credits to lots of people (Full list when i update the main thread):
    LordJarhead for the awesome sounds.
    Everyone at Australian Strategic Operations Regiment, for returning time and time again.
    Bohemia for the sandbox.
    AAW for inspiration.
    Mikero for tools (and allowing me to feed his goats)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3600
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