• Bohemia Interactive Forums wrote:

    Hello, my name is Andrea aka Schultz and I am developing a new terrain for a3 named Puget Sound:

    Since 3d modelling is not exactly my forte, I am here to ask if some of you are willing to give me a hand with my terrain assets.

    My terrain is located in NW USA and of course theres a shortage of buildings available for a3 for that particular architectural style.

    My idea would be to closely work with somebody to create an American asset pack that will be both used on my map and released to the mapmakers community to help them develop more various terrains.

    I have a lot of ideas in mind, and I think We could give a Nice boost to terrain making with an assets pack like this.

    I also recently started learning to use Blender but I am afraid that would limit the time I need to finish my terrain.

    So once again, is anybody willing to help me?

    Of course theres no money involved, it will be purely for the modders community, especially for terrain devs.

    If you are interested reply here or drop me a line on Skype!

  • Bohemia Interactive Forums wrote:

    Hello fellow forum-dwellers!

    We have started a new realism unit using Arma 2: Operation Arrowhead's Invasion 1944 (I44) WW2 mod and are looking for more members that like to play in a realistic gameplay environment. We have trainings to refine our skills in all sorts; including marksmanship and teamwork.
    We work as a team, so we do not accept individual playing styles.
    We have many organized operations and sometimes even play with other units.

    If this is something you are interested in and have a question or concern, feel free to post a reply to this thread and we will answer your question/concern as soon as we can!
    If you would like to join, join our TeamSpeak:
    You can also contact the main unit founder with his Steam. His username is speirs21 .

    Posted by C. Lauret.

    101st Airborne Division
    Unit Founder

  • Bohemia Interactive Forums wrote:

    Dynamic Combat Generator (DCG) is a coop mission that uses locations (towns, cities and capitals) as the basis for its systems. At the start of the mission enemy forces occupy a number of locations; they properly fortify and patrol the area based on the type of settlement. One of the occupied locations contains an enemy officer with valuable intel. The first objective is to gather said intel. From this point, DCG will generate a number of tasks based on the officer's information. Alongside the main tasks are civilian tasks that influence the player's reputation with the local population.

    DCG 3.0.0 - Altis
    DCG 3.0.0 - Chernarus (requires All in Arma Terrain Pack)
    DCG 3.0.0 - Takistan (requires All in Arma Terrain Pack)

    • Occupied locations with patrolling and garrisoned enemies
    • Enemy forces scale in strength based on occupied location
    • Enemy patrols and sniper teams throughout map
    • Enemy static emplacements
    • Enemy count scales based on player count
    • Civilian interaction
    • Civilian traffic
    • Civilian rebels and suicide bombers
    • FOB construction system
    • AI transportation system
    • Dynamic weather
    • Unit caching
    • Headless Client support
    • ACRE2 support
    • Easily portable to any map with locations (towns, cities, capitals)

    Addon Integration
    Combat Space Enhancement (requirement)
    • tasks designed with CSE in mind
    • Constructed FOB buildings support CSE
    • DCG menu within CSE's radial menu

    • customizable radio structure based on player role (default structure includes Command, Support and Squad comm nets)
    • works correctly with ACRE2's radio ID system
    • radios are automatically removed from saved/loaded loadouts (keeps players from breaking ID system)
    • radios are automatically reassigned on respawn based on comm net


    Task List
    • Locate Officer
    • Defend Supply Cache
    • Airlift Repair Supplies
    • Rescue VIP
    • Defuse Explosives
    • Eliminate Artillery
    • (C) Rescue Civilian Hostage
    • (C) Deliver Medical Supplies
    • (C) Defend Against Rebel Attack


    public release

    • CSE by Combat Space Enhancement
    • FHQ Task Tracker by Varanon
    • VAS by Tonic
    • VVS by Tonic
    • VAS HUD by GranolaBar, Pokertour
    • ZLT field repair by Zealot
    • ZBE Caching by Zorrobyte
    • Vehicle HUD script by Tier1ops
    • Confirm/warning SFX by Tier1ops
    • RandomWeather2 by Meatball
    • Rooftop Static Weapons by MisterGoodson
    • Plank by kamikaz333
    • Defuse the bomb by cobra4v320


  • Bohemia Interactive Forums wrote:

    I'm get an Error while using DSCreateKeyGUI.exe . It's showing Microsoft.NET Framework. I never seen this before and this is the first time it's shown up and does anyone know how to fix this ?

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.IO.FileNotFoundException: Could not load file or assembly 'licenseMgr, Version=1.17.5446.1545, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
    File name: 'licenseMgr, Version=1.17.5446.1545, Culture=neutral, PublicKeyToken=null'
    at DSCreateKey.Main.Main_Load(Object sender, EventArgs e)
    at System.EventHandler.Invoke(Object sender, EventArgs e)
    at System.Windows.Forms.Form.OnLoad(EventArgs e)
    at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
    at System.Windows.Forms.Control.CreateControl()
    at System.Windows.Forms.Control.WmShowWindow(Message& m)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.Form.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    WRN: Assembly binding logging is turned OFF.
    To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
    Note: There is some performance penalty associated with assembly bind failure logging.
    To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

    ************** Loaded Assemblies **************
    Assembly Version:
    Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
    Assembly Version:
    Win32 Version:
    CodeBase: file:///D:/Test/DSCreateKeyGUI.exe
    Assembly Version:
    Win32 Version: 11.0.50938.18408 built by: FX451RTMGREL

  • Bohemia Interactive Forums wrote:

    I'm a developer of an Arma 3 server with several other people, we're currently looking for a knowledgeable map editor to help us finish a map we're working on. I understand that everyone's time is very valuable and Map developing is quite time consuming, so we are more than happy to pay for your time.

    We have a basic map that needs to be ported over to Arma 3, and finished off. If you are interested please PM me.

    Thanks for reading! :)

  • Bohemia Interactive Forums wrote:

    So after trying every possible setting with the different setskill aimingaccuracy and aimingshake numbers i found out that it's hopeless.

    It's simply not possible to make the AI act even remotely human-like unless adjusted on the fly depending on the conditions, like lowering spottingdistance when AI walks in to a forest or depending how dark it is outside, these are quite easy to script and i got those to work well.

    However, the tricky part is adjusting these values quickly depending how far the target is. I need to make them more accurate at longer ranges and less accurate at shorter ranges. Otherwise they wont hit anything at over 100 meters or they always get instant 360 headshots in towns.

    So would someone mind helping me turn these things in to a working sqf script. Please excuse the nonsense i'm about to write because im still trying to move to sqf from sqs and i'm quite positive i'm doing this wrong in many ways.

    PHP Code:

    _unit = _this select 0 //AI Unit to get adjusted

    while {alive _unit} do {
    waitUntil {!isnull assignedtarget _unit}; //Wait for the AI to actually target something.Does this equal the target hes going to shoot?
    _target = assignedtarget _unit; //Define the target AI is hopefully going to shoot soon
    if (_unit distance _target >10) then {_unit setSkill [aimingaccuracy 0.15]};
    if (
    _unit distance _target >20) then {_unit setSkill [aimingaccuracy 0.2]};
    if (
    _unit distance _target >30) then {_unit setSkill [aimingaccuracy 0.25]};
    if (
    _unit distance _target >50) then {_unit setSkill [aimingaccuracy 0.3]};
    if (
    _unit distance _target >100) then {_unit setSkill [aimingaccuracy 0.4]};
    if (
    _unit distance _target >200) then {_unit setSkill [aimingaccuracy 0.5]};
    sleep 2; // Guessing 2 seconds is enough to adjust when AI changes targets?


    So the script is supposed to keep going until the unit dies. As long as the unit is alive, it will wait for the unit to target something. Then it will adjust the AI units accuracy based on the distance and wait for 2 seconds and then it will check again, if there is no targets it will wait for the next target. I'm quite sure the script i made in my head is full of crap? For one, if target is 300 meters away it will adjust the skill 6 times because the condition is met on every line. It needs to be defined better, like over 100 but less than 200.

  • Bohemia Interactive Forums wrote:

    This mod will allow players to work with the Afghan National Army, as well as have OPFOR ANA (that look exactly like BLUFOR ANA) to keep missions exciting and personnel on their toes.

    This mod is a work in progress, with only three units available currently, but work is continuing on expanding units and vehicles. (332 kB)


    NATO SF and Russian Spetsnaz WEAPONS for A3

  • Bohemia Interactive Forums wrote:

    Hey guys,

    I have am issue that I encountered, just built myself a PC and have some fps problems while playing Arma 2, wasteland...

    My PC:

    i5-4590 3.3Ghz
    Sapphire R9 270x 2Gb GDDR5 256bit
    2x4GB DDR3 1600Mhz HyperX Savage
    MSI B85-G41 PC Mate

    In wasteland I get like 40-50 in the wilderness, 25 fps in Cherno.

    As a comparation, even though their different games. While playing Dayz SA, I have 90-120 outside of cities and 60-70 in Cherno.

    I tried to tweak as much as I can, can't seem to make it work.

    -nosplash -noPause -skipIntro -exThreads=7 -maxMem=8192 -maxVRAM=2047 -cpuCount=4 -world=empty

    I used 2047-8192 I know it is capped I tried it anyway
    I used custom malloc like libhoard

    have also

    even modified terrainGrid=50

    I used low and high and default settings... I can't imagine what it could be.

  • Bohemia Interactive Forums wrote:

    We need some

    Why a really odd title? Well its an odd scenario. See, ARMA 3 is in a really odd place. Its young and fresh but still has traits of its predecessor. Its new and vibrant but has modders with experience tending to it. Its like a new born with an experienced father. Bad analogies aside I have begun to notice something in the ARMA 3 modding community. Something that is detrimental to the broader modded gaming community. Something that could effect 2 man team all the way to the company sized play groups. Its magazine compatibility.

    Magazine compatibility? Really is this C. Young guy for real? What about dinosaur mods or super cool commando tactical spec ops black ops delta ranger snipers? Thats so much cooler. This C. Young guy is full of it........ or is he?
    The reason I want to address this and bring it to the common eye is because at the moment we are "ammo-segregated" with weapon mods.

    For example, Your super cool M16 pack, or your super fly snipers, or your shiny new M4 and carbines pack all work great but do all the magazine work together? Do they "compat" with each other? Well, if your most people you will say no. Its a sad but true fact at the moment. RH weapons mags wont compat with MK18's M4 pack mags and U100 weapons pack wont Compat again. Now, this might seem irrelevant to some of you small solo or small team players but to the larger communities, 30 and up players, this is a serious issue. The default ARMA 3 weapons are as help full as a dead horse at the Melbourne cup races so most communities use modded weapons pack.

    Now under the pretense of larger communities using mod packs they usually need, an automatic rifle platform in 5.56, a rifleman's standard rifle in 5.56, a rifleman's rifle with a UGL on it for grenadiers and then some form 5.56 PDW or short barrel firearm. This structure allows fire teams to be formed and then in greater sizes squads and eventually a company.

    What does this have to do with compatibility? Well right now in the ARMA 3 community it is hard to find a single weapons pack the checks all the need AND looks good, isnt buggy and plays well.
    So what do you do if there isn't a pack with all your needs? You use another pack encompassing your needs as well as the prior pack covering other needs. Now you have 2 mods running just for basic load-outs and guess what.....the mags aren't compatible. Well now what? Your bogged down in a firefight and your Grenadier has spare mags but his don't work with anyone elses so they have become combat ineffective and your down to one gun for the fight. Well.....that's no good.

    I hope I have addressed the issue of cross compatibility well enough. If your still unsure just ask me personally, I'll explain in more depth. 5.56 Mk318's, 5.56 262's and all the other variants in reality are compatible with any weapon bored for the round. So WHY are we restricted via mods?

    So that's the introduction and issue, but whats a thorough well thought out post without a suggested solution and conclusion (essay 101 baby!)
    Let's address the problem then. We need compatible magazines across mods. Something where modders can begin modding and use a predefined magazine set up that isn't horrible or I dare say it....the default BI 5.56 mags.
    Something like joint rails or joint muzzles but for Magazines. Imagine the possibilities. Modders could worry less about the magazines and compatibility issues and focus more on the models and handling. 1 third of the work load would be removed for weapon modders.

    Multiplayer Units in ARMA 3 would be able to use any weapon mod they felt fit the theme of their unit. Not just the ones that work with the mags then need them to. German units could rock G36's and Marine units could rock M4's, British units could rock the L85, French units could rock the FAMAS and Australian units could rock F88's and all the mags would be cross compatible. International units could use all of the above and mission makers could use different nations and not worry about ammo for each type. Just one ammo crate full of 5.56 cross compatible mags.

    Finally modders could worry about putting out packs of weapons in larger sizes. Less work on the magazines could equal more work on the pack itself.

    All in all I want to raise awareness of magazine compatibility and the possibility of a ASDG joint rails styled magazine mod for weapon modders. The Idea has been spun gentlemen, is there a modder able to set up to the plate?

    Signed; C. Young

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