combinedarms.de

  • Bohemia Interactive Forums wrote:




    What is it?
    ModRepo is a game mod centric webhost with the mission to give you complete control over how you showcase and promote your mods/scripts/addons. We are in the development stage and wish to open our site to the Arma community as it is the game we personally play and wish to support.

    What can it do for me?
    Instead of multiple forum posts scattered across the forum and cluttered by replies, imagine having a dedicated space to showcase your mod(s) in whichever way you wish to display them. We use a powerful but easy to use drag and drop pagebuilder with a growing selection of site templates to get you started.

    Current features
    Multiple domains (armarepo.com/modrepo.com) to choose from
    Video tutorial library (with more on the way)
    Network community forums
    Blogging
    Per site forums
    Starter site designs
    Support ticketing system

    Planned features
    Network wide site directory
    Network wide mod release section per game (user submitted releases/updates/news)
    Possible integration with other Arma community sites (TBD)
    GIT software repository (TBD)
    More backend plugins and themes (to build clan sites, code collaboration and more)

    What ModRepo is not
    ModRepo is not a replacement for Armaholic/Six as we are not a filesharing site. Discussions may be coming into play on how to integrate platforms but such is TBD.

    Disclaimer
    We are in the community preview stage. Things may be broken, unpolished and undocumented. With that in mind, we would love feedback so we can build ModRepo around your needs!

    Why is this posted in Mods/Addon discussion forum?
    ModRepo is a platform for addon makers and thought that the topic was fitting for discussion of Mods and Addons in Arma. Please move the topic if needed.

    http://modrepo.com




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




    Bornholm, Denmark [Terrain] von EgilSandfeld (v1.3)

    ***** Update *****


    EgilSandfeld veröffentlichte sein Bornholm, Denmark [Terrain] Addon in den Bi-Foren. Das Addon enthält eine Dänische Insel mit Über 1,75 Millionen Objekte, 22 x 22 km Terrain, 31 Städte und Dörfer, Farmen, große Wälder, große offene Felder, viele Hügel, Kuppen und Täler, einige Eastereggs.

    Zitat

    Description:
    Bornholm for Arma 3 is a vast terrain in a North-European setting, filling the need for new and exciting areas of operation in Arma. With its various changes in elevation and vegetation you will find yourself fight wars in a variated and fascinating battlezone. This terrain is part of the MANW contest.
    Please support me here: http://makearmanotwar.com/profile/cSqVZaQRgQ

    Features:
    - Area about 280km^2
    - Heightmap resolution in terrain 5.5 metres
    - Island Measures a span of 20km x 14km
    - Terrain 22 x 22km
    - Height is between -30 to 182m with a lot of elevation changes
    - About 1.75 million objects scattered nicely across the entire island.
    - 800+ compounds/farms
    - 31 cities, villages and towns
    - Large forests, large open fields, narrow cities, lots of hills, crests and valleys
    - Ohh, and a couple of easter eggs
    - Image Map Download: http://i.imgur.com/MI4MJh7l.jpg

    Changelog:
    v1.3
    - Optimized island (removed another 5000 trees, and made openings in forests)
    - Lowered height of clutter in wild grass areas. Now it should be just possible to lie in the grass an aim.
    - Added 8-10 new hills in the North and 3 new hills in the South East for game play optimization
    - Corrected roads to align to satellite texture
    - Brightened satellite texture so it looks more summer and more realistic
    - Removed bunch of buildings in Almegaard Kaserne to make room for custom FOBs inside the walls
    - Smoothened the Northern part. It's still rocky and a rough terrain but roads should be more smooth now
    - Made wheat fields occluding to AI. They can still shoot at you and track you mostly by last visible position along will your sound emissions
    - Fixed other building positions etc.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2503
  • News-Feed wrote:




    Drongos Artillery von Drongo69 (v0.29)

    ***** Update *****

    Drongo69 veröffentlichte sein Drongos Artillery Addon in den Bi-Foren. Das Addon enthält ein erweitertes Artilleriesystem.

    Zitat

    Drongo's Artillery is an artillery addon for Arma 3 (both SP and MP supported). It is heavily based on CoC Unified Artillery for OFP. The aim is to put AI-controlled batteries of artillery under player control. A degree of skill should be both required and rewarded by the system. Hopefully a balance between realism and gameplay can be struck.

    I dislike the artillery system native to Arma 3, which is basically click the map to kill all units nearby. Drongo's artillery requires some degree of map-reading and the ability to call adjustments. The rounds are not spawned in, the artillery assets are given target coordinates, calculate the aimpoint based on various factors and fire real shells. The buggy doArtilleryFire command is not used, so it is possible to select both high and low angle fire.

    Each side is partially voiced. NATO features edited lines from Generation Kill, REDFOR and INDFOR feature edited sound files from Arma 3. The default BIS artillery assets (and 3rd party addons that inherit from them) are supported. Simply place them on the map and they will be detected and available to the appropriate side. To access the artillery system, open your inventory and double-click on your radio. Arma 3's default radio, ACRE radios and Task Force Arrowhead radios are all supported by default (others can be added).

    Changelog:
    v0.29
    - Fixed airburst not working
    - Fixed menu selections not saving
    - Made it possible to restrict users by class and/or unit
    - Added the ability to set which audio is used for each side
    - Reduced the default time to process the first round of a firemission from 60 + (random 30) to 30 + (random 30)
    - Improved initial loading time
    - Tweaked mixed impact/airburst to alternate by odd and even numbered tubes in a battery
    - Added support for Reyhard's M119 (don't know where it went the first time)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=879
  • News-Feed wrote:




    Buffalos Tactical Squad von Collumbus (v2.0)

    ***** Update *****


    Collumbus veröffentlichte sein Buffalos Tactical Squad Addon in den Bi-Foren. Das Addon enthält eine fiktive brasilianische Armee in Camouflage-Texturen (Soldaten und Fahrzeuge) für die NATO-Fraktion.

    Zitat

    This mod adds a fictional Brazilian army camouflage textures for soldiers and vehicles as a NATO faction.
    To know more about our group please visit our Website or Facebook Page

    Changelog:
    v2.0
    - Add new uniforms and fixed several bugs



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1984
  • News-Feed wrote:




    Nato SF and Russian Spetsnaz Vehicles von massi (v1.0)


    massi veröffentlichte sein Nato SF and Russian Spetsnaz Vehicles Addon in den Bi-Foren. Das Addon enthält verschiedene US, englische, italienische, NATO Special-Forces, afrikanischen und GRU Spetsnaz Fahrzeuge.

    Zitat

    This addon is meant to equip my US, UK and Italian NATO SF, African and GRU Spetsnaz units with realistic vehicles in use. The vehicles that will equip my SF units will be found also in the editor, available for standard BI factions as follow:
    - TANKs (IND/OPF): T55, T34, T72s, ZSU thanks to Reyhard
    - BMP1/BMP2 (IND/OPF): thanks to Reyhard
    - BRDM2/BTR60 (IND/OPF): thanks to Sudden
    - UAZ (IND/OPF): Dshk, M2, SPG9, AGS30, unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - HILUX ARMED PICK-UP (FIA): Dshk, M2, SPG9, AGS30, unarmed, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - LAND ROVERS (IND/BLU): M2, MK19, TOW, SPG9, unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - HMMVW (BLU): M2, MK19, TOW, M134, Special Ops M134/Mk19, unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - CH47 (BLU): thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - UH1Y (BLU): armed/unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - UH60M (BLU): standard/spec ops/MEV thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - Mi8/Mi8 MTV (IND/OPF): thanks to Sudden, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - Mi24 (IND/OPF): thanks to Sudden, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - STATIC WEAPONS (IND/OPF/BLU/FIA): dshk, M2, Kord, AGS, Mk19, M119, D30, ZPU, Stinger, Strela, Mortars, SPG9, Metis, Tow thanks to Reyhard
    I used what I found on web as reference sources.

    Features:
    - Those vehicles are meant to equip my unit's packs
    - Wheeled vehicles have Firing from Vehicles and Sling-Load features enabled
    - Helicopters have Firing from Vehicles, Sling-Load, and sling load cam features enabled
    - Helicopters should be compatible with advanced flight models (still need help on this)
    - Classnames list included in folder



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2741
  • Bohemia Interactive Forums wrote:


    Hello! I am from CSOR MilSim and we are looking for members,

    We are based on the Canadian Special Operations Regiment (Canada's equivalent of MARSOC) we have a 30 Person Dedicated TeamSpeak with more slots and a dedicated Arma 2 server coming soon.

    We have 3 branches in our unit, Infantry, 427 Special Operations Aviation Squadron, and 409 Tactical Fighter Squadron. We have most positions open, if you look on our website or come on our TeamSpeak we can fill you in on what is open and what isn't. We currently have 5 dedicated leaders and we all have extensive Arma 2 experience, and we need troops to fill the roles that we have, some of these roles are Radio Operators, Medics, and Riflemen just to name a few. We have a Para Rescue branch open, that we are allowing our most distinguished members to be a part of.

    A big part of the community is for everyone to have fun, while maintaining a realistic atmosphere. We don't treat TeamSpeak Seriously, it is a place to hang out with other members, we won't expect you to "salute" over teamspeak when someone joins your channel. When we are in game, we expect everyone to take it seriously.

    Just a disclaimer the TeamSpeak and the website are still WIP so nothing is final.

    TeamSpeak IP: vs20.tserverhq.com:9229
    Website: csorarma2.enjin.com




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


    Hello, I ve tried to alter the damage dealing by certain weapon using the same bullet class. Since bullet "hit" parameter is a damage at "typicalSpeed" parameter speed and then lineraly decreasing, I `ve set weapon initSpeed to 10 and thought it will decrease, but nothing changed. Can anyone explain me how this works?




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


    So i found this script for a wasteland mission for arma 2 and i want to reuse it, i've tested it and it does not appear to work, i think it might have some outdated elements, but i kind of got my head up my arse when it comes to these scripts

    PHP Code:

    //////////////////////////////////BUILDING LOOT//////////////////////////////////////



    _weapons = ["hgun_Pistol_heavy_02_F", "arifle_MX_GL_F", "arifle_mx_f", "LMG_Mk200_MRCO_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_MXC_F", "arifle_Katiba_C_F", "srifle_DMR_01_F",
    "arifle_MXM_F", "arifle_SDAR_F", "LMG_Mk200_F","arifle_TRG20_F", "arifle_TRG21_F", "LMG_Zafir_F", "SMG_02_F",
    "arifle_TRG21_GL_F", "hgun_PDW2000_snds_F", "launch_RPG32_F", "arifle_Mk20C_plain_F","arifle_Mk20_F", "arifle_TRG21_GL_F", "hgun_P07_F",
    "hgun_Rook40_snds_F", "srifle_EBR_DMS_pointer_snds_F", "srifle_LRR_F", "srifle_GM6_F", "hgun_ACPC2_F", "hgun_Pistol_heavy_01_snds_F", ];



    _items = ["ItemWatch", "ItemCompass", "ItemGPS", "ItemRadio", "ItemMap", "MineDetector", "Binocular", "Rangefinder",
    "NVGoggles", "FirstAidKit", "Medikit", "ToolKit", "Laserdesignator", "muzzle_snds_H", "muzzle_snds_L", "muzzle_snds_M",
    "muzzle_snds_B", "muzzle_snds_H_MG", "optic_Arco", "optic_ACO_grn", "optic_ACO_grn_sm", "optic_SOS", "acc_flashlight",
    "muzzle_snds_acp", "optic_DMS", "optic_tws", "FirstAidKit"];



    _magazines = ["DemoCharge_Remote_Mag", "ATMine_Range_Mag", "APERSMine_Range_Mag", "HandGrenade",
    "SmokeShell", "Chemlight_green", "20Rnd_762x51_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "30Rnd_9x21_Mag",
    "16Rnd_9x21_Mag", "30Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_Smoke_Grenade_shell",
    "30Rnd_65x39_caseless_green", "RPG32_HE_F", "RPG32_F", "30Rnd_65x39_caseless_green_mag_Tracer",
    "1Rnd_HE_Grenade_shell", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag",
    "UGL_FlareRed_F", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer",
    "20Rnd_556x45_UW_mag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red",
    "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow", "150Rnd_762x51_Box_Tracer",
    "7Rnd_408_Mag", "9Rnd_45ACP_Mag", "5Rnd_127x108_APDS_Mag", "9Rnd_45ACP_Mag", "6Rnd_45ACP_Cylinder",
    "DemoCharge_Remote_Mag", "ATMine_Range_Mag", "APERSMine_Range_Mag", "HandGrenade", "SmokeShell",
    "Chemlight_green"];





    _buildings = nearestobjects [getmarkerPos "weapons", ["house"], 10000];

    _markernum = 0;

    {

    _building = _x;

    hint "placing loot.";

    // search more positions

    _positions = 0;

    _i = 0;

    _loop = 1;

    while {
    _loop == 1} do

    {

    _next = _building buildingPos _i;

    if (((
    _next select 0) == 0) && ((_next select 1) == 0) && ((_next select 2) == 0)) then

    {

    _loop = 0;

    } else {

    _positions = _positions + 1;

    _i = _i + 1;

    };

    };

    _posnumber = floor (random _positions);

    _position = _building buildingpos _posnumber;

    hint "placing loot..2";

    if (
    random 100 > 75) then {

    _weapon = _weapons call BIS_fnc_SelectRandom;

    _mag=(getArray (configFile/"Cfgweapons"/_weapon/"magazines")) select 0;

    _weap = "groundWeaponHolder" createVehicle [0,0];

    _weap addMagazineCargo [_mag,(round (random 3))];

    _weap addWeaponCargo [_weapon,1];

    _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];

    };



    _posnumber = floor (random _positions);

    _position = _building buildingpos _posnumber;





    hint "placing loot...3";

    if (
    random 100 > 60) then {

    _weapon = _items call BIS_fnc_SelectRandom;

    _weap = "groundWeaponHolder" createVehicle [0,0];

    _weap addMagazineCargo [_mag,(round (random 2))];

    _weap addWeaponCargo [_weapon,1];

    _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];;

    };



    _posnumber = floor (random _positions);

    _position = _building buildingpos _posnumber;





    hint "placing loot..4";

    if (
    random 100 > 40) then {

    _weapon = _items call BIS_fnc_SelectRandom;

    _weap = "groundWeaponHolder" createVehicle [0,0];

    _weap addMagazineCargo [_mag,(round (random 2))];

    _weap addWeaponCargo [_weapon,1];

    _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];;

    };



    _posnumber = floor (random _positions);

    _position = _building buildingpos _posnumber;



    hint "placing loot..5";

    if (
    random 100 > 30) then {

    _weapon = _items call BIS_fnc_SelectRandom;

    _weap = "groundWeaponHolder" createVehicle [0,0];

    _weap addMagazineCargo [_mag,(round (random 2))];

    _weap addWeaponCargo [_weapon,1];

    _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];;

    };



    _posnumber = floor (random _positions);

    _position = _building buildingpos _posnumber;



    hint "placing loot....";

    } foreach
    _buildings; hint "Finished! Unless it didn't work...";





    Quelle: forums.bistudio.com/showthread…g-script&goto=newpost
  • Users Online 4

    4 Guests - Record: 3,901 Users ()

    Legend:

    •  COA
    •  Administratoren
    •  Registrierte Benutzer
  • Statistic

    5626 News in 2 Categories (29.77 News Per Day)