• Bohemia Interactive Forums wrote:

    In short

    The Community Upgrade Project is the initiative to bring all the content of Arma 2
    [+ OA and DLCs] from BI into Arma 3, upgraded to the Arma 3 feature set.

    Its goal is to provide those assets to the community as a mod ready to use in the game,
    and as an open-source repository for modders to build upon and learn from.

    1. Cooperative and coordinated effort to get a coherent port of Arma 2 content
      [+ OA and DLCs] from BI to ARMA 3 standards
    2. Full availability of all source material under share-alike license (APL-SA).
      In essence everyone can make use of the work to build mods on his own as long
      as he provides credits, shares also his sources and keeps the same license
    3. Release of the content in a coherent way

    Content to come soon: vehicles, infantry, uniforms, terrains, objects, buildings, vegetation, wild life.
    For more details on the project read the introduction thread.


    More images..


    • 3 Shotguns
    • 3 Grenade launchers
    • 7 SMGs
    • 11 Accessories
    • 14 Launchers
    • 19 Machine guns
    • 22 Pistols
    • 39 Sniper rifles
    • 42 Optics
    • 142 Assault rifles

    Powered by JSRS1.5 sounds by LordJarhead.

    Additional assets:

    • 2 Mines
    • 3 Flags
    • 4 Explosives
    • 7 Misc items
    • 12 Extra vehicle classes
    • 49 Backpack variants
    • 51 Ammobox variants
    • 97 Pre-configured infantry groups
    • 378 Pre-configured infantry units



    However the task at hand is huge and this baby needs YOUR help.
    The CUP project is looking for additional manpower - especially modelers, texture artists and config writers.

    Want to join? Contact kju via PM or send an e-mail to .


    CUP_WeaponPack_v1__2014_11_28.7z (750.8 MB)


    Server key:


    Download at:



    • [GLT] Legislator (infantry, objects)
    • Apilon (vehicles)
    • Argument (buildings)
    • deltagamer (vehicles)
    • EvroMalarkey (weapons, infantry)
    • geraldbolso1899 (vehicles)
    • Giallustio (weapons)
    • Lennard (infantry)
    • LordJarhead (sounds)
    • Pansyfaust (buildings, vehicles)
    • Redstone (ponds)
    • Reyhard (vehicles, infantry, buildings, terrains)
    • RichardsD (vehicles, infantry)
    • soju (lighting, configs)
    • Taurus (weapons)
    • Tierprot (materials, vegetation)
    • toadie2k (animations)


    • Jones
    • ShackTactical (zx64, Bricks, Rspctd, Renzol)


    • Ace (terrains, buildings)
    • alias (PR/promo, website)
    • Alwarren (weapons and attachments, backpacks, infantry)
    • Aoi (configs, data mgmt)
    • Benargee (vehicles)
    • Bismarck (buildings)
    • Blip (promo)
    • Bobman (weapons)
    • BusterBlader (vehicles)
    • chortles (promo)
    • CypeRevenge (buildings)
    • CypeRevenge (buildings, vegetation)
    • eggbeast (configs, vehicles)
    • fabiochavez (lighting, promo)
    • Fluit (scripting)
    • gagagu (buildings)
    • hcpookie (vehicles)
    • J_g0re (promo)
    • James (buildings)
    • Keeway (vehicles)
    • kju (PM, configs, data mgmt)
    • Kllrt (weapons)
    • Ligthert (configs)
    • M1lkm8n (buildings)
    • meat (backend)
    • Meaty (buildings, vegetation)
    • Mitsu (PR/promo)
    • NonovUrbizniz (buildings, promo)
    • Olds (RAM)
    • Raid (vehicles)
    • RedPhoenix (physx)
    • SGTGunner (vehicles, buildings, vegetation)
    • smokedog (buildings, terrains)
    • TheRob (buildings)
    • Tupolov (vehicles)
    • Varanon (vehicles)
    • WinteR5 (weapons)
    • zGuba (vehicles)

    Enjoy :bounce3:

  • Bohemia Interactive Forums wrote:

    I want to query if a player has JIP-ed. I have tried the following:

    According to Executed locally when player joins mission (includes both mission start and JIP). [player:Object, didJIP:Boolean]
    PHP Code:

    ADF_didJIP = _this select 1;

    In my init.sqf I query if ADF_didJIP = true and if so wait till the player has initialized:
    PHP Code:

    if (!isDedicated && isMultiplayer) then {
    if (
    ADF_didJIP) then {
    waitUntil {player == player}

    The init order according to is as follows:

    1. Functions with recompile param set to 1 are recompiled
    2. Functions with preInit param set to 1 are called (client + server)
    3. Object Init Event Handlers are called
    4. Object initialization fields are called
    5. init.sqs is executed in singleplayer
    6. init.sqf is executed in singleplayer
    7. Persistent multiplayer functions are called (client only)
    8. Modules are initialized
    9. initServer.sqf is executed (server only)
    10. initPlayerLocal.sqf is executed
    11. initPlayerServer.sqf is executed (server only)
    12. Functions with postInit param set to 1 are called (client + server)
    13. "BIS_fnc_init" variable is set to true
    14. init.sqs is executed in multiplayer
    15. init.sqf is executed in multiplayer

    When joining the server (not JIP) a script error is thrown: error undefined variable in expression: adf_didjip in init.sqf.

    When I query ADF_didjip in game (hint str ADF_didjip) it returns 'FALSE'

    Anyone got an idea?

  • Bohemia Interactive Forums wrote:

    I'm not sure if this is a Zeus bug or if it's just happening to me as I can't find any other reports of this happening.

    May be searching for wrong keywords.

    Within the last two or three weeks, around the time the Helicopter DLC was released, I've been having an issue with Zeus where I can not move groups of things properly.

    Like, if I build a base in Zeus and I try to move it over a few feet, every piece of the base piles onto one spot. Same happens with units, and is especially annoying moving groups of vehicles as they explode when they pile onto one another.

    It intermittently happens when rotating a group of things as well and it's getting frustrating.


  • Bohemia Interactive Forums wrote:

    Hi all,

    I currently use MCC, and zeus, and some content mods (RHS Escalation etc...)

    What I'd like to do is write custom loadouts for all units and vehicles - but it would not be good practice for me to manually edit the mods - as that will require the same effort when the mod updates. Rather: I need to write a wrapper class around the spawning of units both in the init line of any manually placed unit in the mission file (this process I understand) but have the ability to call the same functions when the units are spawned via zeus, or mcc.

    I'm hoping there is an event handler for when ANY unit or vehicle or object is spawned in the game that I can attach a script call to via my mission.

    pseudo code:
    PHP Code:

    addEventHandler ["onObjectSpawn", [_theObject], "pathTo/myScript.sqf"]

    I'm pretty new to arma scripting - but I can kinda tell what needs to get done - but I don't know the syntax or where to find out what to do.


  • Bohemia Interactive Forums wrote:

    Hi BI

    I dont understand why you wanna use Money, time and energy on a DLC like the Gokart DLC, its not what Flashpoint/arma have ever been.
    Arma is a military simulator/game, not a freaking racing game, i was a bit sad when i saw you using your time on this DLC, when ALOT of people in the community are keep asking for more civiliens and military hardware, I think you should listen to the community a bid more, in the end, its the community WHO pay for the game.

    Dont get me wrong here, i love the game, and think its the best so far you made. But we need more in the game, its too simpel, the great community are makig fantastic mods and gamemodes, like Medical systems, more weapons, better and more realistic sounds and graphicals and i could go on.
    Why dont you make some of all these great ideas, should be ease for guys like you. One guy making a mod where he is "releasing" some hidden futures the game are born with, but not open for the community ?? Why ?? Why can we get what we pay for ??

    I remember some of the first screenshots i saw back then of arma 3, i saw a female and some more stuff i dont remember, what happen with that, why didnt we get that ??

    The DLC thing is a good idea, but only 3 DLC's ?? really.. the first i already wrote about.. bad idea Guys.. second the Heli DLC is nice, maybe there should be more in it compared for the Price, the third, well we are not there yet.

    I do want DLC's... really, but i will make some requests for you BI.. something that could make arma 3 even more badass, specialy for us Milsim Guys...

    1. A Civilian DLC, with FEMALES, more clothes and other for males and females, more CIV cars, trucks, a ambulance (with crew) Policecar (with officers) and a Firetruck (same...) and more ship (containership, fishing boat, sailship, and civilian airplanes, passenger plane and cessna'ish planes.

    2. A Logistics DLC, Now the choppers can lift containers and other objects, what i think i so nice, what about making a DLC where the trucks can pick up a container ?? and you can pack a truck og any other cargo car or airplane og boat with ammo boxes and so on, THAT WOULD BE FREAKING GREAT, i would love to see something like that in game, i know that someone WHO i dont remember is making a mod with that, but you already make it possible with the Heli's.. so why stop there ?? :)

    3. Navy DLC. YES I WANT A NAVY DLC, with patrol ships, gunboats, BIG naval fregates and real submarine..

    i could easly come with more ideas, but take a look at the great mods ideas, and get working ;)

    Thank you for a great game, keep it up.

    Best regards


  • Bohemia Interactive Forums wrote:

    Hoping someone can help. I am in the closing stages of adding slingloading to a chinook pack. Everything is done (memory point, slingload code in the .cpp etc..) however for some reason the key command to lower the hook (2 x R) does not work. I have checked my controls are set correctly to 2xR and have tried switching it to something else, which does not work either. You CAN access the option from the scroll-wheel menu and ropes lower and hook up fine to the cargo. I'd really like to have the keys work though. Do I have to add something into the .cpp to ensure this? If so, what?


  • Bohemia Interactive Forums wrote:

    log files
    local rpt file:
    server rpt file:
    extdb log file:
    [2014-Nov-28 14:02:05.148752]: ThreadID 0x000020bc: extDB: Version: 20
    [2014-Nov-28 14:02:05.149752]: ThreadID 0x000020bc: extDB: Found extdb-conf.ini
    [2014-Nov-28 14:02:05.150752]: ThreadID 0x000020bc: extDB: Creating Worker Thread +1
    [2014-Nov-28 14:02:05.150752]: ThreadID 0x000020bc: extDB: Creating Worker Thread +1
    [2014-Nov-28 14:02:05.150752]: ThreadID 0x000020bc: extDB: Creating Worker Thread +1
    [2014-Nov-28 14:02:05.150752]: ThreadID 0x000020bc: extDB: Creating Worker Thread +1
    [2014-Nov-28 14:02:05.150752]: ThreadID 0x000020bc: extDB: Database Type: MySQL
    [2014-Nov-28 14:02:05.154753]: ThreadID 0x000020bc: extDB: Database Session Pool Started

    altis lifev3.1.8

    extdb v20 with logging and debug
    using xampp to host mysql server locally

    my extdb-conf
    ;Threads = 0
    ; Default Value is number of CPU Cores Detected

    Randomize Config File = false
    ;This is a legacy option to randomize config file for Arma2 Servers.

    Error Database Kill Server = true
    ;Kill ArmaServer if Database Connection Fails.

    ; If u are going to disable Logging for performance reasons, grab the No-Logging Version of extdb
    Filter = 2
    ; 2 = Default Setting, this doesn't take effect till after Config File has been loaded.
    ; 0 = more cpu intensive, 5 = barely anything except exception handling
    ; 0 trace
    ; 1 debug
    ; 2 info
    ; 3 warning
    ; 4 error
    ; 5 fatal

    Type = SQLite
    Name = sqlite.db

    minSessions = 1
    ; minSession Default Value = 1

    ;maxSessions = 4
    ; maxSession Default Value = number of Main->Threads
    ; u really should leave this value alone
    idleTime = 60
    ; idleTime no Default Value yet, needs to be defined.
    ; idleTime is the time before a database session is stopped if not used.
    ; If Database Sessions are greater than minSessions

    ;; AtlisLifeRPG uses Database2 by default
    Type = MySQL
    Name = arma3life

    Username = arma3
    Password =
    IP =
    Port = 3406

    minSessions = 1
    ;maxSessions = 4
    idleTime = 60

    compress = false
    ; Should only use this if MySQL server is external. Also only for MySQL

    screenshot of my user privilages setup to allow extdb to access mysql database

    using tadst to launch arma 3 server

    my tadst parameters
    PHP Code:

    -port=2302 "-config=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\TADST\default\TADST_config.cfg" "-cfg=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\TADST\default\TADST_basic.cfg" "-profiles=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\TADST\default" -name=default "-mod=@extDB;@life_server"

    4 imgur screenshots of my tadst setup,l2GVph0

    I ran the 3 sql files on the database to create arma3life database

    screenshot of my database

    link to download from mediafire https://www.mediafir...y9vkyhbm/shared
    incase you wanted to run this exact setup on your own computer. this includes altislife.altis.pbo, life server.pbo, extdb-conf, extdb. dll, tbmalloc, tadst and the sql files.

    I have tried different versions of altis life, different versions of extdb, different extdb-conf settup ip user and passwords, different tbbmalloc.dll and those other similar dlls

    I would very much appreciate it if you helped me fix this issue im having i dont mind adding you on steam or skype if you need more information

    my steam account name: nametoremember
    skype: yacobm8

  • Bohemia Interactive Forums wrote:


    My name is Fredrik Weisethaunet, and I am a master student on the subject of sociology at the Norwegian university of science and technology, NTNU in Trondheim. After christmas, I will be starting on my master thesis with the working title of "Arma 3 and DayZ, a tale of how user generated content created a best seller". The topic of my thesis will be how important user generated content is for both players and developers, and how mods have an effect on the community at large.

    In regards to this, I will need informants to interview about different topics in relation to the topic at hand. I would like to get in touch with developers from Bohemia Interactive, preferably developers from the DayZ team (I have not been able to figure out what e-mail to use in order to get in touch with the correct person to organize this). Secondly, I would like to get in touch with mod developers both veterans and new modders. I would also like to get in touch with players who where introduced to ARMA through DayZ and of course I would like to get in touch with veterans of ARMA, the more experience with the game, the better.

    As an informant, you will be asked to participate in an interview that might last anywhere between 30 minutes to an hour, and this interview will be conducted through Skype. For sake of accuracy, it is beneficial if the informant allows the interview to be recorded. The recordings will be handled only by me, and will not be available to anybody else. After transcribing (writing them down) the interviews, the recordings will be deleted. As an informant, you are free to withdraw your participation at any time, even after the interviews have been conducted. If you choose to do so, all of the material that your contribution have resulted in, will be deleted. All interviews will be anonymized, and it will be impossible for anyone to identify any contribution.

    One important notice though: No interview will be refered to in it's complete form. The only thing that will be used in the final product is relevant quotes that are anonymized, where each informant will be given a nickname in order to sort individual informants from each other. Sadly, I must inform that the final product will be in norwegian. There will be a short summary in english though.

    In order to keep my informants anonymous, I will ask anyone interested in participating to contact me via this e-mail adress: spillredet (At) gmail (dot) com.

    Do not reply requesting to become an informant in this thread, I repeat, do not reply with a request to be an informant here.

    I would like to thank everyone who are interested in participating in this project in advance. This is not possible to do without you! If I am able to recieve some funding, there might be a lottery with a small price among my informants, but so far I haven't been able to find someone to fund the project.

    Any questions regarding the project can be asked here. This forum post will be linked too in the paper itself.

    With the best regards

    Fredrik Weisethaunet

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