combinedarms.de

  • News-Feed wrote:




    RoC Republic of China (Taiwan) von TokyoIndia (v1.1)

    ***** Update *****

    TokyoIndia veröffentlichte sein RoC Republic of China Addon in den Bi-Foren. Das Addon soll die chinesische Armee (ROC) repräsentieren (incl. asiatisches Aussehen, Namen etc.).

    Zitat

    I pleased to release my first add on for Arma3. The Republic of China Armed forces. At the moment the add on only represents the Republic of China Army but I plan to expand and include other branches of the RoC military soon. The RoC is a very interesting subject but I'd like to make it clear this add on is not a political or racial statement in anyway and is not intended to offend anyone. Please read the READ ME file in the download.

    Features:
    - RoC Army re-skin in ERDL camouflage with PASGT helmets.
    - RoC reserve's re-skin in ERDL camouflage with M1 helmets.
    - RoC Special Force's Sniper team in MultiCam camouflage with PASGT helmets.
    - Optional TFAR radio pack re-skinned in ERDL.
    - Asian faces and Taiwanese names.
    - Static weapons.
    - High quality weapons and vehicles by the RHS team (RHS and CBA mod dependency).
    - Short single player mission (@AGM required).
    - Signed with Keys (First time doing this so I apologize of any errors).

    Future plans:
    - RoC Army Digital Uniform
    - RoC Military Police
    - RoC Marine Corps
    - RoC Airforce
    - AMV-7 re-skin to represent CM-32 "Clouded Leopard" IFV
    - M60A3 (more of a dream than reality)

    Changelog:
    v1.1
    - RoC Air Force added.
    - F-16 reskin (dependency on Firewills F-16C).
    - RoC Air Force fighter pilot, helicopter pilot, multi engine pilot and ground crew re-skins.
    - Cleaned up configs, reorganized and removed a few things.
    - Removed per-loaded backpacks from Virtual arsenal, only empty ones remain.
    - Re worked load outs and weapons slightly.
    - Added more names.
    - Image should be showing on sample mission now (mission still AGM dependent atm sorry)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3203
  • Bohemia Interactive Forums wrote:


    Hi,

    Years after OFP release modern internet browsers have become capable of running such game.
    Thanks to HTML5 (WebGL, HTML5 Sound etc.) and asm.js (the game engine code was ported to JavaScript, addons use JSON files)
    I was able to port and run most of original OFP demo by internet browser (tested so far on Firefox, Chrome and Opera on Windows & Android).

    Note:
    There are still missing parts like campaign or video/sound options.
    Multiplayer server browser is working and uses new master server provided by Poweruser.

    Check it out: Operation HTML5Point

    Br,
    Przemek_kondor




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




    Map Builder von NeoArmageddon (v0.8 Alpha)

    ***** Update *****


    NeoArmageddon veröffentlichte sein Map Builder Tool in den Bi-Foren. Das Addon enthält 3D-Editor-Tool für eine Gelände-Erstellung.

    Zitat
    Heyho,

    today I want to present a little project I had laying around for quite some time but finally finished a working alpha. The project is called "Map Builder" and it is an ingame 3D-editor with the purpose of help in placing objects, compositions and vegetation when creating new terrains (kind of an improved Buldozer).

    Project Status
    This project is in an alpha-state. It is neither featurecomplete nor fully tested/bugfree. I am releasing a first unfinished alpha to collect feedback, ideas and bug reports. I want this project to be as open to the community as possible.

    Features
    - Editor View.
    - A complete objectlist from read config.
    - Objectmanipulation (Pos,Pitch,Bank,Yaw,....).
    Selections (Movement of groups of objects).
    - Copy & Paste.
    - Simple export for Terrain Builder (export to RPT).
    - Should work in Multiplayer.
    - More to come.

    Changelog:
    v0.8 Alpha
    - Added some brusher functions (not ready yet).
    - Removed unused XML functions.
    - Fixed object selection when list has null objects.
    - Some adjustments in viewport/selection/objects in preparation for brusher.
    - Added null check and scaling.
    - Added (yet unused) info popup.
    - Moved used window a little bit.
    - Added favorites.
    - Implemented new project filetype for advanced saving capabilities.
    - Added favorites to project file.
    - Added fallback for old project files.
    - Changed 3D preview to real objects instead of dialog objects and added RTT window.
    -Increased versionnumber.
    - Fixed a bug in counting objects for mission.sqm-export (resulting in faulty exports).
    - Fixed a switched if case in check for project backwarts compability.
    - Removed uncommon addon reference.
    - Removed recursive backup duplication.
    - Added middle mouse button work around.
    - Freelook is now in middle mouse button.
    - Added zoom to mousewheel.
    - Removed unused/broken icons.
    - Removed some redundant stuff from A3 upgrade.
    - Added new A3 upgrades that makes all scope=1 A3 objects accessible.
    - Added new mapbuilder_library and mapbuilder_displayname to all CfgVehicleClasses.
    - Preview arrow should now disappear in most cases.
    - Preventing MB from starting on dedicated server (breaks server).
    - Readded function for exact position and changed position data source to obj variables.
    - Made all exports exact again.
    - Added boolean sync parameters to selfupdating functions to prevent feedbackloops in multiplayer (Thanks to ItsDonJon for helping with testing).
    - Renamed mapbuilder_filter to mapbuilder_library and added fallback.
    - Added mapbuilder_displayname (configvalue) to have different names for 2D editor and MapBuilder e.g. "MB A3 Rocks" in Editor and "A3 -> Rocks" in MapBuilder.
    - Added mapbuilder_objEval (configvalue). This expression is parsed for every object before getting written to a library. This prevents for example A2 Rocks to be listet in A3 -> - Rocks (they have the same vehicleclass as AiA overwrites them).
    - When inspecting (only) the inspected objects is selected.
    - Improved selection and deselection with faster array commands.
    - Removed some debug output.
    - Added more playable characters and made them CIV.
    - Added first iteration of documentation.
    - Added missing DIK defines.
    - Library is now sorted.
    - Library is open from the start.
    - Readded seperate pitch and bank control.
    - Added check for missing scale in presets.
    - Added scale to preset.
    - Increased version to 0.8.
    - Restructured addons.
    - Made selection of objects underwater possible. Moving objects when the cam is underwater is not possible yet.





    Download:
    Map Builder



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2854
  • News-Feed wrote:




    Combat Space Enhancement von Glowbal (v0.11.1 Alpha)

    ***** Update *****


    Glowbal veröffentlichte sein Combat Space Enhancement Addon in den Bi-Foren.

    Combat Space Enhancement, auch kurz CSE, ist eine Modifikation für Arma 3 mit dem Ziel neue Features und Content in das Spiel zu integrieren und damit dem MILSIM und der allgemeinen Simulation in Arma 3 neue Möglichkeiten zu geben. CSE umfasst verschiedene Addons die schon zu Arma 2/ OA, released wurden oder an denen derzeit noch gearbeitet wird. Natürlich werden auch neue, Arma3 spezifische Addons mit CSE eingeführt. (Zitat Donny, ArmA2base.de)

    Zitat

    Combat Space Enhancement, auch kurz CSE, ist eine Modifikation für Arma 3 mit dem Ziel neue Features und Content in das Spiel zu integrieren und damit dem MILSIM und der allgemeinen Simulation in Arma 3 neue Möglichkeiten zu geben

    CSE umfasst verschiedene Addons die schon zu Arma 2/ OA, released wurden oder an denen derzeit noch gearbeitet wird. Natürlich werden auch neue, Arma3 spezifische Addons mit CSE eingeführt.

    Inhalt
    CSE hat eine große Liste an neuen Features und innovativen Modifikationen für Arma3.
    Einige sind schon fast fertig und müssen nur noch überprüft werden, andere sind noch nicht begonnen oder befinden sich mitten in ihrer Entwicklung.
    - User Interaction Interface
    - Combat Medical System
    - Advanced Interaction Module 2
    - Field Rations Module 2
    - Logistics & Resupply module
    - British Arms & Equipment pack (BAE)
    - UAVs
    - und mehr...

    Changelog:
    v0.11.1 alpha
    Fixed: Logistics load bug
    Fixed: minor issues in f_modules



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1952
  • News-Feed wrote:




    F-16C Retexture Pack "All in One" von Pinaz93 (v1.3)

    ***** Update *****

    Pinaz93 veröffentlichte sein F-16C Retexture Pack "All in One" Addon in den Bi-Foren. Das Addon enthält über 31 verschiedene Skins für die F-16C Fighting Falcon von Firewill.

    Zitat

    I'm releasing the 1.3 update, here is the changelog:

    -Added 8 new USAF skins:
    --- 10th FS Hahn AB (germany)(dismissed in 1991)
    --- 313rd FS Hahn AB (germany)(dismissed in 1991)
    --- 496th FS Hahn AB (germany)(dismissed in 1991)
    --- 234th FS Eielson AFB (Alaska)(Fictional)
    --- 235th FS Eielson AFB (Alaska)(Fictional)
    --- 221st FS NAS Sigonella (Italy)(Fictional)
    --- 22nd FS Spangdahlem AB (germany)
    --- 82nd FS Spangdahlem AB (germany)(Fictional)

    - Added 1 Italian AF skin:
    --- 87th FS special color

    - Added Romanian AF skin:
    --- That's based on some "preview pics" found on internet of the romanian AF F-16s that will enter in service next year

    - Added the server key as requested



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2980
  • News-Feed wrote:




    GAU-8/A Avenger von Alexus und Zabuza (v1.5)

    ***** Update *****


    Alexus veröffentlichte sein GAU-8/A Avenger Addon in den Bi-Foren. Das Addon enthält eine GAU-8 / A Avenger für die A-164 "Wipeout" im Spiel.

    Zitat

    Introduction
    Zabuza and I are proud to present you a mod we were working on in the last weeks: the mighty GAU-8/A Avenger for the A-164 “Wipeout”. Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So Zabuza and I, both passionate pilots, decided to see what we can do, and this mod is the result.

    What does it do?
    Basically the mod changes the 20 mm gun of the A-164 “Wipeout” to a more powerful version, the well-known GAU-8/A Avenger 30 mm gun of the A-10 aircraft. So in future you will be able to use the gun as it is supposed to: as a tank buster and for scaring the shit out of your enemy.

    Things we changed
    The following list presents all added/changed features:
    - changed the calibre to 30mm
    - increased muzzle velocity to 1030 m/s
    - increased direct and indirect hit damage
    - increased bullet spread
    - added 2 burst modes: “Low” (1.5s, 2100rpm) and “High” (1.5s, 4200rpm)
    - magazine size of 1174 rounds
    - changed weapon sound (featuring the typical GAU-8 “fart of death”)
    - new impact sound
    - smoke effect while shooting the gun
    -- new impact effects (more smoke, flashing light of explosions)
    - removed tracers, only visible with NVG
    - the A-164 now carries 240 countermeasure flares

    Changelog
    v1.5
    - added support for STI A-10A

    v1.4
    - added support for the A-10C Thunderbolt II from Peral
    - added readme.txt (features, instructions, FAQ, ...)

    v1.3
    - added support for RHS A-10A

    v1.2
    - fixed bullet drop which was to high
    - added support for the close air support module



    Download:
    GAU-8/A Avenger




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2985
  • Bohemia Interactive Forums wrote:


    Hello, I am Ripp one of the founders of Pandorum Gaming, we recently partnered with an Arma3 group to develop an Arma3 Unit, we will be hosting a public Insurgency Server and having a private server up and running shortly. This will be a "Mil-Sim" unit, with description below, if interested please do check our website out @ http://pandorumgaming.net
    What is "Mil-Sim"?



    Mil-sim in our eyes, is using basic military structure and tactics in arma to achieve a common goal.



    So for instance a mil-sim operation would involve everyone breaking up into squads, lead by a squad leader. The squad leader would be briefed by HQ on todays objectives, then the unit goes out as a whole and attempts to complete their objectives.



    We don't set the objectives to just be "kill,kill,kill,kill", there is always a story line and always interaction with AI that will be none combat based. We discuss this more later on.







    What is our vision and how do we plan to separate ourselves from other communities?:



    To create a milsim unit that will operate in 3 different divisions with equal leadership among divisions (Meaning "Division A" isn’t better than "Division B", and vice-versa, while each division will have equal leadership representation in decision making in the future of the unit. We envision the 3 divisions to be the following:


    1.Infantry Division as main assault squad with access to special vehicles such as Tanks/IFVs that are unable to other divisions. WIll also be providing main humanitarian support and interaction with local civilian populations.
    2.Special Forces Division which will be reserved for the most active players and high risk missions. The SFGs will be limited in vehicles, but will get access to gear unavailable to the infantry division.
    3.A rotary/fixed wing division that will provide active transport and support on operations/off days. (UH-60M, CH-47, AH-64D, Little Bird will all have available openings when the unit opens its 3 divisions)
    4.Civilians will also be an option throughout operations, people who wish to role play civilians will get a small script of what to say at certain times (to push the operation forward), the rest will be left up to the individual to make the interaction fun. (These roles will be heavily monitored and if successful, over time we will allow civilians to role play working with opposition forces, and actually attack Blufor forces).



    To keep thing balanced in terms of roles/divisions, there will be tradeoff between being active in one division over another. For instance, if you qualify to be a marksman/sniper, being in the infantry division would allow you to take bolt action rifles or DMR’s depending on the operation. If you were special forces instead of infantry you would be forced to only uses DMRs as special forces are expected to be using tactics and not relying on weaponry.We intend to add many similar checks and balances to the system to keep choices fair, fun, and most important, meaningful.

    What my group is looking to offer to any unit, of any size (including individuals), is the ability to help contribute to a new community as equals. We will need two qualified people to head up two of the three divisions (Infantry/Rotary).



    How will Operations work?:



    Operation Days: Saturdays/ TBD (To be determined)

    Time: 11:00 (AM EST)/ TBD (To be determined)

    Operations will be dynamic stories that we will tell over a series of weekends. We will have developed story that will involve heavily on civilian interaction and role play and have a storyline that will be dynamic based of the units success or failure as a whole. The events that happen on operation days will be monitored by a dedicated Zeus who will document everything and relay it to the mission editor to change the game for next week. We don’t plan to always play as the U.S. Army forever though. When enough people get bored of playing the U.S. Army in every different map/scenario then we are willing to do fun scenarios on OP day. We are planning to do role play events where most players are blufor and some players will be civilians roleplaying terrorist. Even if they may be extremely different than what we normally do. We don’t want things to get static, especially in ranks and operations.



    Will Operations be every Saturday/Second day? ( Second Day to be determined)



    Yes.







    What we can offer to you as a group is:



    A.) Diversity, especially in gameplay: We will only play as our assigned units on operations days (Saturdays). Which means during the week, we may play as civilians who are terrorist, or do patrol ops, pvp, we may play as opfor on some days and get a completely different experience and playstyle. We don’t want to be limited or tied down to just the U.S. Army structure as our only playstyle. We want the U.S. Army structure to be the foundation, not the entirety of the structure.



    B.) Experience. My unit started as a bunch of friends on a life server who wanted more than obnoxious people to play with. So they created a Special Operations unit on that server and formed a milsim group within. As we expanded in PvP milsim, we aimed to be disciplined during operations but have fun during down time. I could ramble about our experience in game, but its truly irrelevant to the experience we bring out of game.





    How will ranks work?:



    We will be using the standard U.S. Army ranks. No one will be given a rank they have not earned, ranks will be used as a badge of experience more than anything. For example, our co-owners, and those leaders who merge with us and bring a unit, will be given equal ranks that scale to the number of active players on. There will never be one person making all the decisions, we are again trying to create a coalition that will incorporate different units working together.



    Having a high rank will not guarantee you leadership roles within the unit, and not having the lowest rank will not disqualify you from leadership roles. Leadership roles will be given to those who show leadership (that doesn’t mean giving people orders just because you want to be squad lead next).







    We currently have this as a temporary example of how promotions should work.


    1.
    Before completing Basic Training all recruits are rank [PVT.]

    2.
    After completing Basic, recruits are now soldiers and [PV2.]

    3.
    After completing one Advanced School (currently 6, not counting fixed/rotary) [PFC.]

    4.
    After completing a second Advanced School, and completing 2 Operations [SPC.]

    5.
    After completing a third Advanced School, and completing an additional 3 Operations [SGT.]

    6.
    Similar structure until E-9. No more advanced schools required after [SGT.]






    To make it clear, when you rank up to [SGT] you are not guaranteed to lead squads. We will only give leadership roles to those who clearly deserve it, and it will be based on availability.To make it fair to those who can’t make it on Saturdays, we will offer partial credit for promotions to those who show up on off days and want to do an un-official operation (amount to be decided).



    WO1-WO5 will be for the Aviation division.





    The Officer Ranks will only become available after we reach 20 active members and we can start breaking up into larger number of squads/fire teams.



    Is basic training hours long and designed to be-little my gaming experience?:



    Absolutely not, basic training will just make sure that you.



    1.) Have your correct key bindings set up



    2.)Understand how to open/use your radio



    3.)Understand the basics on moving together as a squad



    4.)Understand the basics of room to room clearing with a team



    That is it, with a completely new group maybe takes a hour at most, with people who have arma experience, 30-45, most of which is getting people on the same page of how to talk/walk together.




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


    I am trying to get the following to work in VBS3.4 I realise that while similar the scripting my differ sli
    As an exercise in scripting as well as a practical training application I have developed a single player/training mission working version of LF6 (a live fire range practice) complete with moving targets. I have also included a camera that watches each target and shows the user the feed as a HUD. The intent of this is to be able to show the user their fall of shot and where on the target they hit. I am using an event handler "HitPart" to count hits to calculate a score. Part of the array that is passed is a position of impact. I have been able to show the hits using a 'reference mark' that moves with each hit however this is visible only to the player and not to the RTT camera I am using to monitor it.

    The camera side is unknown and I have tried setting the marks to appear to unknown and linked to the camera with no success. Has anyone done something similar or have a way of approaching this? I have tried creating an object but this just falls to the ground as soon as each hit is counted and my attempts at understanding and creating a glowing particle have been unsuccessful.

    I have also looked at reconfiguring the bullet holes but due to the type of target (general popup target) they immediately are deleted.

    Cheers.




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


    G'day!

    I'm learning the editor in Arma 3 as it is a little different from Arma 2. I'm no noob to the editor, however when it comes to scripting and all that good stuff, I'm hopeless. I've just played around a bit and created a small mission on the Minihatten map where you can repel a Russian invasion, or break American defences. This is all working fine however with that many units on the map, the lag is quite real. So I've done some googling on how to get the game to respawn the AI units at a certain time in the mission or when a certain number of AI die new ones will spawn to replace the dead. However all I've been able to find is a respawn for the player on multiplayer servers.

    My main goal is this: To have an onslaught of AI units, tanks, cars etc until the player is killed or the enemy is wiped out - like a survival game thing. Is this possible?

    Cheers!




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


    Overview

    Greetings fellow Armaholics, I am proud to present Zenophon's Mini Co-op Missions (ZMCM). This mission pack is an ongoing project, with new missions to be released in an episodic fashion about every two weeks. The missions are not a campaign or connected as a series in any way; there is no overall story. Each one is a short (10 to 30 minutes) and fairly simple mission with a specific style; they are intended to be very replayable. They each support either 2,3 or 4 players max, and are meant to be played by small groups of friends. They are intended to be difficult and require caution and tactics.


    Features

    Every mission is different, but the common features generally are:
    • Lots of randomization, such as:
      • Insertion, extraction, and objective locations
      • Enemy skill, numbers, patrol routes, and weapons
      • Weather, fog, date, and time
    • No magically spawned enemies; all patrols are there from the start
    • Fix for ridiculous AI accuracy on dedicated servers; their skill will be the same as in SP or local MP
    • AI skill and number scales with the number of players
    • Increased weapon lethality; 1-2 shot kills are now the norm
    • Easy repacking of magazines with an action, taking a realistic amount of time
    • Easily share magazines with teammates for their current weapon
    • No saving, respawn, or revive in SP or MP, to promote teamwork and realism
    • Good performance, whether you play in SP with AI teammates or in MP with friends
    • No mods or addons required in any mission

    All this is done using my Mission Framework and Scripting Library (shameless advertisement, I know).


    Missions

    Currently, there are 4 missions in the pack. Each mission tries to provide a different style of gameplay in terms of difficulty, pacing, atmosphere, and the players' role. Each included mission is listed below with a short description.

    Abduction
    A very open-ended, randomized mission in which players must defeat or evade numerous patrols. The mission area could be anywhere across about a 25 square km area. The goal is to capture an enemy officer and get him to extraction.

    Ambush
    A simple mission in which players can choose from various means to stop and destroy a convoy of vehicles. The position of the ambush is chosen randomly from five preset locations. Players must contend with armed vehicles and enemy infantry before making their escape.

    Specter
    An asymmetric warfare special forces CQB style mission; players must assault and clear a large building in search of intel. The exact objective location and enemy patrols are different every time. Once they secure the building, players must cross an open area to reach their extraction vehicle.

    Vendetta
    An atmospheric sniper mission that makes players choose between trusting their sniping accuracy or risking a closer shot. A tense opening sequence is followed by an open-ended objective in which players must eliminate a target while working under a time limit.


    Download

    Each mission is a separate .pbo, and all of them are packaged in an archive you can download below.
    Google Drive: https://drive.google.com/file/d/0B-Q...ew?usp=sharing


    Coming Soon

    Here I will outline the next mission planned for release. Feel free to make suggestions. Remember that the next mission is a work-in-progress, and may not end up exactly like this description.

    The next mission will be a stealth mission that rewards players for avoiding open combat. If detected players, will have to resort to a contingency plan that is more difficult. The main objective will be to secure chemical weapons that are hidden somewhere in a storage yard. It will include a HALO insertion and opportunities for sniping and CQB.


    Installation

    Copy the .pbo files from the .7z archive to the Missions or MPMissions folder in your ArmA 3 install directory. This is by default at (Windows 7) C:\Program Files (x86)\Steam\steamapps\common\Arma 3. All the missions can be installed and played separately; they are not connected in any way.


    Feedback

    Any feedback about the missions is welcome, particularly about their difficulty and replayability. Obviously, if you find any bugs or issues, I would like to know. Either this thread, PM, or email is fine.

    Contact the author:



    Legal

    These missions are released under Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)
    http://creativecommons.org/licenses/by-nc/4.0/




    Quelle: forums.bistudio.com/showthread…ons-Pack&goto=newpost
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