combinedarms.de

  • Bohemia Interactive Forums wrote:


    Players! Mission Makers! Server Hosts! TERRAIN MAKERS! Prepare yourselves.

    The Community Upgrade Project Team is proud to announce a group effort to continue and improve upon the amazing resource created by kju: All in Arma Terrain Pack.

    The Community Upgrade Project Terrain Pack has clear and achievable goals that you will be able to watch evolve with time.
    Goals:

    1. Clone, Hone, and Release our version of AIA_terrainpack - CUP_Terrains will modularize the package into a "core" package and individually packed terrains, as was done with All in Arma Datapack.

    This will drastically reduce the total package size, and will allow:
    - server hosts to pick and choose the EXACT maps they wish to host or not, and save them some precious hard drive space
    - ease the strain on users with slower connection speeds, or limited HD space
    - community terrain artists to ONLY require the core package

    2. Iterate, Integrate, and Improve - CUP_Terrains first order of business after an initial release will be to continue the initial addition of SMD and JBAD buildings that kju started in AiA_TP. This will add literally dozens more enterable, and improved buildings to ALL the BI and Community Terrains with NO need for any adjustment to the individual terrain releases or community maps. This project will proceed similarly to M1lkm8n and I's work on SMD_Sahrani_A2, and my work on SMD_Sahrani_A3. M1lkm8n will continue to share his work for Jalalabad as well! For those unfamiliar this means:
    - Regular addition of newly enterable, or otherwise improved/fixed versions of BI's buildings
    - Correction to any/all reported or discovered map object performance, or behavior issues
    - Addition of all A3 config and model features, requirements, and functionalities (and then some)

    3. Additional/Long Term Goals:
    - Add Arma 3 Dust and sound effects to all surfaces for all A1/A2 terrains
    - Correct the "Satmap Tiling bug" on all the A1 terrains
    - Add Ocean Floor Topography, Coral/Rock/wreck objects, terrain texture, and clutter to all A1 and A2 terrains
    - Improve/add to the terrains (new towns? better/thicker forests? Summer/Fall/Winter versions?)

    The project will be released in both a modular, and full package for those that DO want all the maps/data in one pack. These packages will be fully interchangable and compatible. So a user with the Full package can join and play on a server that is only hosting the core data and 1 terrain.

    As the project progresses, you will see improvements and fixes to many problems that persisted in Arma 2, others that were introduced with AiA's method of forcing compatibility in the Arma 3 engine, and most importantly, you will see so much of the amazing work done by BI for Arma 3 REALLY shine in ALL of their previous Arma Terrains.

    Upon initial release, you will not notice much/any difference between CUP_Terrains and AiA_terrainpack on any of the terrains EXCEPT Sahrani. The Sahrani that will be packed for CUP_Sahrani will have MANY but not all of the changes/improvements made for SMD_Sahrani_A3. This should give a fairly good idea of some of the improvements planned, but by no means displays the full extent of the changes and improvements planned.

    We welcome anyone who wants to assist, and will be releasing tutorials to document all of the processes involved for all to benefit from. Any suggestions or requests are also welcome, we want to ensure that any/all features and benefits are included during the upgrade process as possible, and that no misplaced object is left on any terrain.

    For any in depth questions, kindly register on our forums, and start a topic there - http://forums.cup-arma3.org/




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


    Hey all.

    We're looking at enhancing the breaching capabilities within ArmA for a mod called CQB-M . Currently we have no scripters or coders on our team but we are brainstorming on how-to really make this work efficiently... We have consulted some scripters around the community and thought a post on here might branch out our options and gain some feedback before we put it into play.

    Here are our ideas:

    • Locked Doors


    A script which locks doors within a given area around the player. We believe that having it within a given player area instead of across the whole map will mean less lag, less continuous or intensive scripting going on. Hopefully this means it is capable of running smoothly in big missions like ALiVE and accessible in all missions involving doors.

    • Check or use door


    You go up to a door and use an interaction key which will either open the door or "check" it confirming to the player the door is locked. From this point you can then use any of the methods of entry to gain access. In the future we hope that this depends on the type of door or object you are breaching into but we're unsure yet (small steps...).

    • Charge placement


    You place the charge onto the door of which you can interact with and utilize appropriately. We hope to make an interaction menu for this in the future.

    • The breach


    The main direction of the charge is into the door (for now). Claymore explosions are probably our best bet. We cannot really, that we know of at least, do anything with explosions or blastwaves which limits what we want in the mod.

    • Modules


    We're looking at modules to activate certain scripts in the future. We're unsure yet of what scripts or groupings of scripts.

    What are your thoughts? Are we on the right track? Where do we start in scripting implementation?


    Thanks, Rye.




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


    I think everyone knows the Options menu you can see while pausing a game. If you click on it it opens and the upper items move upwards to make room for the "Graphics","Audio","Controls","Game" menus. Now what I would like to know is how to create such a sub menu exactly? Is it the
    PHP Code:

    #define CT_CONTEXT_MENU 14

    seen here https://community.bistudio.com/wiki/...trol#Constants?

    If so how do you create one of these? The wiki doesn't tell much about it: https://community.bistudio.com/wiki/DialogControls-Menu
    Did anyone ever create such a "slide down, upper menus move up, submenu"? I would love to use such a submenu in my custom created UI for becti.




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


    I have one Arma 3 copy at the moment, but I read that if I want to setup 'Headless Client' I would need a second copy of the game. Is this still the case?

    And if I buy a second Arma 3 license on a second Steam account - in case of a major expansion or other paid content would I need to buy the expansion on that second "headless" copy (Again) if I have it on my first copy, in order to continue to use the headless client with my dedicated server?

    Also is it worth really? Do you see a major FPS increase with that if they both (headless and dedicated server) are on the same PC?




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


    What's up guys, I have a question for all of you. It is what the title reads, but let me explain in more detail. Arma 3 and 2 don't have official servers. They simply have community made servers that are run by awesome people kind enough to do so. But what if there were, BIS Official Servers? What would be played on these servers?

    More in depth, though, in regards to mod-ability, what i'm interested in hearing, are 3 Game mode's that should be Officially Hosted, that can also include community mods if highly requested.
    • Tee Times Warfare
    • End Game
    • Zeus Sandbox

    I think that these would be ideal game modes, that should become part of an Official Arma Experience.
    Starting with Tee Time Warfare, this is a TvT experience, where two teams fight to capture strategic locations, in a "Chain-Link" style gameplay. The first team that captures all the points, wins the round. This Game-Mode in particular is great, because it includes the ability to earn money over time to purchase certain assets that could be valuable to winning the game for your team. This Mode can actually draw out for hours if caught in a stalemate, and Logistical asset's can also be brought to certain locations for the possibility of more deep down covert Operations via. squad, and can make for some interesting slips.

    End Game is an Official Game-Mode, that is yet to be released, more on this when Marksman DLC is closer.

    Zeus Sandbox is a Game-Mode that inspires creativity on the fly, real time, and can make for some interesting, and linear gameplay. Zeus can also be a tool for practicing tactics from large scale, all the way down to squad based tactics. This is essentially a Game-Mode that can be used to show new comers of Arma how to do various tasks, and training.

    Either Zeus Sandbox, and Tee Times Warfare, can be modded, in order to bring in new elements of gameplay, in the case that could bring about more competitive style, or new features into the mix to create some truly unique combat experience.

    Choose 3 Game Modes that you think should be Official Game-Mode's and let us know what you think!




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




    Lowlandswarrior AH-64D Apache (A2 Port) von 87th_Neptune (v0.9)


    87th_Neptune veröffentlichte sein Lowlandswarrior AH-64D Apache (A2 Port) Addon in den Bi-Foren. Das Addon enthält einen AH-64D Apache aus ArmA2 als Lowlandswarrior Version mit umfangreichen Features.

    Zitat

    INTRODUCTION
    The Boeing AH-64 Apache is a four-blade, twin-engine attack helicopter with a tailwheel-type landing gear arrangement, and a tandem cockpit for a two-man crew. It features a nose-mounted sensor suite for target acquisition and night vision systems. It is armed with a 30 mm (1.18 in) M230 chain gun carried between the main landing gear, under the aircraft's forward fuselage. It has four hardpoints mounted on stub-wing pylons, typically carrying a mixture of AGM-114 Hellfire missiles and Hydra 70 rocket pods. The AH-64 has a large amount of systems redundancy to improve combat survivability.

    PROLOGUE
    This project started as an upgrade and combine HAFM US Helicopters and the RWCO mod. It got dragged into the Lowlandswarrior mod project as it was revived after 10 years. Our goal is to build an outstanding Apache helicopter mod (or Port, what it really is) and add new features by making clever use of Arma3's configuration parameters and stock functions. We prefer to keep this mod 'sqf-less' but could take the scripting road only if we are 100% the scripts give no multiplayer issues at all. Which is the second focus of the mod, multiplayer. AI usability is on the lower end of our priority list and tried to used Arma's stock functions to make the mod 'realistic'.
    The third but not least goal is to make a mod people enjoy. Have the rush of getting into that Apache helicopter and handling all it's weapons and sensors.

    This is not version 1.0 yet because we want input from the community. We need this mod tests in 'live' mission. Just give us your findings. We especially need to know bugs and RPT errors. But if there are any feature requests, things we didn't think of, please post them. We'll tell you if we think it's not possible (or don't know how to do). This mod didn't go through very thorough testing yet, which is for now up to te community and our usual test groups.

    FEATURES
    - Advanced Flight model
    - Aprox 1 Hour Endurance (For gameplay)
    - IHADSS with symbology, being as realistic as we can practically get it
    - Slaving TADS to grid
    - Extended TADS UI Information (Bearing, 6 digit grid of aiming location, Airspeed, Alitude AGL, Range to aiming location, Time)
    - Auto & Manual ranging of 30mm cannon
    - TEDAC with PiP
    - PNVS Turret (Experimental from Multi function camera option)
    - Pilot MFD with optional Gunner PiP
    - Enhanced damage model to improve pilot survivability
    - AMASE Pods with multiple CM programs and 4 dispencers
    - Pitching weapon pylons
    - Multiple Hydra rocket types
    - AGM-114 HEAT and Thermobarric variants
    - Self lase capability
    - Fire from Vehicle, for two passengers off the sides
    - RNLAF Skin



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3216
  • Bohemia Interactive Forums - ARMA 3 - ADDONS & MODS: COMPLETE wrote:




    INTRODUCTION
    The Boeing AH-64 Apache is a four-blade, twin-engine attack helicopter with a tailwheel-type landing gear arrangement, and a tandem cockpit for a two-man crew. It features a nose-mounted sensor suite for target acquisition and night vision systems. It is armed with a 30 mm (1.18 in) M230 chain gun carried between the main landing gear, under the aircraft's forward fuselage. It has four hardpoints mounted on stub-wing pylons, typically carrying a mixture of AGM-114 Hellfire missiles and Hydra 70 rocket pods. The AH-64 has a large amount of systems redundancy to improve combat survivability.


    PROLOGUE
    This project started as an upgrade and combine HAFM US Helicopters and the RWCO mod. It got dragged into the Lowlandswarrior mod project as it was revived after 10 years. Our goal is to build an outstanding Apache helicopter mod (or Port, what it really is) and add new features by making clever use of Arma3's configuration parameters and stock functions. We prefer to keep this mod 'sqf-less' but could take the scripting road only if we are 100% the scripts give no multiplayer issues at all. Which is the second focus of the mod, multiplayer. AI usability is on the lower end of our priority list and tried to used Arma's stock functions to make the mod 'realistic'.
    The third but not least goal is to make a mod people enjoy. Have the rush of getting into that Apache helicopter and handling all it's weapons and sensors.

    This is not version 1.0 yet because we want input from the community. We need this mod tests in 'live' mission. Just give us your findings. We especially need to know bugs and RPT errors. But if there are any feature requests, things we didn't think of, please post them. We'll tell you if we think it's not possible (or don't know how to do). This mod didn't go through very thorough testing yet, which is for now up to te community and our usual test groups.












    FEATURES
    - Advanced Flight model
    - Aprox 1 Hour Endurance (For gameplay)
    - IHADSS with symbology, being as realistic as we can practically get it
    - Slaving TADS to grid
    - Extended TADS UI Information (Bearing, 6 digit grid of aiming location, Airspeed, Alitude AGL, Range to aiming location, Time)
    - Auto & Manual ranging of 30mm cannon
    - TEDAC with PiP
    - PNVS Turret (Experimental from Multi function camera option)
    - Pilot MFD with optional Gunner PiP
    - Enhanced damage model to improve pilot survivability
    - AMASE Pods with multiple CM programs and 4 dispencers
    - Pitching weapon pylons
    - Multiple Hydra rocket types
    - AGM-114 HEAT and Thermobarric variants
    - Self lase capability
    - Fire from Vehicle, for two passengers off the sides
    - RNLAF Skin

    FUTURE PLANS
    - IHADSS symbology changing with state of flight
    - TADS with symbology, being as realistic as we can practically get it
    - TEDAC with PiP and symbology overlay
    - Black & White TADS optics
    - Improved and more realistic sounds
    - Improved and more realistic AFM parameters
    - Hellfire top down attack (AGM mod function)
    - Hellfire LOAL mode
    - Custom TFAR Radio UI
    - MFD's that actually are Multi Functional
    - Integration of Personal Waypoint
    - Custom weapon loading system
    - Miscellaneous model animations
    - Helmet model

    KNOWN ISSUES
    - AI Gunner animation at pilot get-in location
    - Wheels not animated when taxing
    - AI Won't attack with Hellfires (only laser targets)
    - PNVS Turret does not follow head tracker
    - PNVS Turret start in DTV mode (which it shouldnt have at all)
    - Rockets and missiles don't follow pylon movement
    - RPT errors: class HitPoints::HitEngine2 and 3 not found in LLW_Apache_RNLAF
    - Wheelbrake indication not showing

    CREDITS
    Bohemian Interactive Studios
    Neptune Modeling, Textures, animations and main config work
    Kimi aka geraldbolso1899 for invaluable support and additions in Configs and UI
    DeltaGamer for making the initial port and sharing his unbinarized work
    Matthijs for founding the LLW mod and support in configs, modeling and testing
    Batavian Tactical for testing
    Lowlands Tactical for testing
    51st Scotish Brigade for testing

    END USER LICENCE AGREEMENT
    DISCLAIMER
    You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author.

    LICENCE

    http://creativecommons.org/licenses/...3.0/nl/deed.en

    CLICK TO DOWNLOAD v 0.9




    Quelle: forums.bistudio.com/showthread…2-port-)&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi,

    I have tried for a while to get a local headless client to work on my dedicated server, but it just gets disconnected again and again with this error message:

    player headless client kicked steam ticket check failed [null]

    - Inside the mission I have placed a playable Virtual Entities, Headless Client unit.

    - Inside the server.cfg file, I have placed:

    headlessClients [] = {"89.162.86.69", "84.213.177.99"};
    local client [] = {127.0.0.1, 192.168.0.150};

    - I start the headless client with arma3server.exe inside the Arma 3 Server folder: -client -connect=127.0.0.1 -port=2332 -password=elite2 "-mod=Curator;Heli;Kart;@Blastcore-A3-Phoenix;@Blastcore-Tracers;@CBA_A3;@nato_russian_sf_weapons;@rhs_afrf 3;@rhs_usf3;@norwegian_units;@Ares;@ASR_AI3;@CPM;@ task_force_radio;@AllInArmaTerrainPack;@agm;@XLib; @bornholm"

    Does anyone see what's wrong? Must I install Arma 3 with steam on my dedicated server to get it to work or can I use the same arma3server.exe that my servers use?




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




    INTRODUCTION
    The Boeing AH-64 Apache is a four-blade, twin-engine attack helicopter with a tailwheel-type landing gear arrangement, and a tandem cockpit for a two-man crew. It features a nose-mounted sensor suite for target acquisition and night vision systems. It is armed with a 30 mm (1.18 in) M230 chain gun carried between the main landing gear, under the aircraft's forward fuselage. It has four hardpoints mounted on stub-wing pylons, typically carrying a mixture of AGM-114 Hellfire missiles and Hydra 70 rocket pods. The AH-64 has a large amount of systems redundancy to improve combat survivability.


    PROLOGUE
    This project started as an upgrade and combine HAFM US Helicopters and the RWCO mod. It got dragged into the Lowlandswarrior mod project as it was revived after 10 years. Our goal is to build an outstanding Apache helicopter mod (or Port, what it really is) and add new features by making clever use of Arma3's configuration parameters and stock functions. We prefer to keep this mod 'sqf-less' but could take the scripting road only if we are 100% the scripts give no multiplayer issues at all. Which is the second focus of the mod, multiplayer. AI usability is on the lower end of our priority list and tried to used Arma's stock functions to make the mod 'realistic'.
    The third but not least goal is to make a mod people enjoy. Have the rush of getting into that Apache helicopter and handling all it's weapons and sensors.

    This is not version 1.0 yet because we want input from the community. We need this mod tests in 'live' mission. Just give us your findings. We especially need to know bugs and RPT errors. But if there are any feature requests, things we didn't think of, please post them. We'll tell you if we think it's not possible (or don't know how to do). This mod didn't go through very thorough testing yet, which is for now up to te community and our usual test groups.












    FEATURES
    - Advanced Flight model
    - Aprox 1 Hour Endurance (For gameplay)
    - IHADSS with symbology, being as realistic as we can practically get it
    - Slaving TADS to grid
    - Extended TADS UI Information (Bearing, 6 digit grid of aiming location, Airspeed, Alitude AGL, Range to aiming location, Time)
    - Auto & Manual ranging of 30mm cannon
    - TEDAC with PiP
    - PNVS Turret (Experimental from Multi function camera option)
    - Pilot MFD with optional Gunner PiP
    - Enhanced damage model to improve pilot survivability
    - AMASE Pods with multiple CM programs and 4 dispencers
    - Pitching weapon pylons
    - Multiple Hydra rocket types
    - AGM-114 HEAT and Thermobarric variants
    - Self lase capability
    - Fire from Vehicle, for two passengers of the sides
    - RNLAF Skin

    FUTURE PLANS
    - IHADSS symbology changing with state of flight
    - TADS with symbology, being as realistic as we can practically get it
    - TEDAC with PiP and symbology overlay
    - Black & White TADS optics
    - Improved and more realistic sounds
    - Improved and more realistic AFM parameters
    - Hellfire top down attack (AGM mod function)
    - Hellfire LOAL mode
    - Custom TFAR Radio UI
    - MFD's that actually are Multi Functional
    - Integration of Personal Waypoint
    - Custom weapon loading system
    - Miscellaneous model animations
    - Helmet model

    KNOWN ISSUES
    - AI Gunner animation at pilot get-in location
    - Wheels not animated when taxing
    - AI Won't attack with Hellfires (only laser targets)
    - PNVS Turret does not follow head tracker
    - PNVS Turret start in DTV mode (which it shouldnt have at all)
    - Rockets and missiles don't follow pylon movement
    - RPT errors: class HitPoints::HitEngine2 and 3 not found in LLW_Apache_RNLAF
    - Wheelbrake indication not showing

    CREDITS
    Bohemian Interactive Studios
    Neptune Modeling, Textures, animations and main config work
    Kimi aka geraldbolso1899 for invaluable support and additions in Configs and UI
    DeltaGamer for making the initial port and sharing his unbinarized work
    Matthijs for founding the LLW mod and support in configs, modeling and testing
    Batavian Tactical for testing
    Lowlands Tactical for testing
    51st Scotish Brigade for testing

    END USER LICENCE AGREEMENT
    DISCLAIMER
    You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author.

    LICENCE

    http://creativecommons.org/licenses/...3.0/nl/deed.en

    CLICK TO DOWNLOAD v 0.9




    Quelle: forums.bistudio.com/showthread…2-port-)&goto=newpost
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