combinedarms.de

  • Bohemia Interactive Forums wrote:


    Hi mission makers and editors,

    I'm working on my Evolution-A3 project and I've hit a bump. I'm trying to redesign the classic weapon progression from Evolution Blue in Virtual Arsenal. The project is here for anyone interested. Heres the script thats called in a loop on the client:


    Code:

    private ["_score","_player","_newScore","_rank","_scoreToAdd","_msg"];_player = player;
    //_score = score _player;
    _score = player getVariable "EVO_score";
    _newScore = _score;
    _rank = rank _player;
    //_newScore = _score + _scoreToAdd;
    _msg = format ["You've been promoted to the rank of %1.", rank _player];
    if (_newScore < rank1 and _rank != "PRIVATE") then {
    _player setUnitRank "PRIVATE";
    availableWeapons = availableWeapons + rank1weapons;
    availableMagazines = availableMagazines + rank1magazines;
    ["promoted",["img\pvt.paa", _msg]] call BIS_fnc_showNotification;
    [ammoOfficer, (availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
    [ammoOfficer, (availableHeadgear + availableGoggles + availableItems + availableUniforms + availableVests)] call BIS_fnc_addVirtualItemCargo;
    [ammoOfficer, (availableMagazines)] call BIS_fnc_addVirtualMagazineCargo;
    [ammoOfficer, (availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
    playSound "Paycall";
    };
    if (_newScore < rank2 and _newScore >= rank1 and _rank != "CORPORAL") then {
    _player setUnitRank "CORPORAL";
    availableWeapons = availableWeapons + rank1weapons + rank2weapons;
    availableItems = availableItems + rank2items;
    availableMagazines = availableMagazines + rank1magazines;
    ["promoted",["img\corp.paa", _msg]] call BIS_fnc_showNotification;
    [ammoOfficer, (availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
    [ammoOfficer, (availableHeadgear + availableGoggles + availableItems + availableUniforms + availableVests)] call BIS_fnc_addVirtualItemCargo;
    [ammoOfficer, (availableMagazines)] call BIS_fnc_addVirtualMagazineCargo;
    [ammoOfficer, (availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
    playSound "Paycall";
    };
    if (_newScore < rank3 and _newScore >= rank2 and _rank != "SERGEANT") then {
    _player setUnitRank "SERGEANT";
    availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons;
    availableItems = availableItems + rank2items + rank3items;
    availableMagazines = availableMagazines + rank1magazines;
    ["promoted",["img\sgt.paa", _msg]] call BIS_fnc_showNotification;
    [ammoOfficer, (availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
    [ammoOfficer, (availableHeadgear + availableGoggles + availableItems + availableUniforms + availableVests)] call BIS_fnc_addVirtualItemCargo;
    [ammoOfficer, (availableMagazines)] call BIS_fnc_addVirtualMagazineCargo;
    [ammoOfficer, (availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
    playSound "Paycall";
    };
    if (_newScore < rank4 and _newScore >= rank3 and _rank != "LIEUTENANT") then {
    _player setUnitRank "LIEUTENANT";
    availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons;
    ["promoted",["img\ltn.paa", _msg]] call BIS_fnc_showNotification;
    [ammoOfficer, (availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
    [ammoOfficer, (availableHeadgear + availableGoggles + availableItems + availableUniforms + availableVests)] call BIS_fnc_addVirtualItemCargo;
    [ammoOfficer, (availableMagazines)] call BIS_fnc_addVirtualMagazineCargo;
    [ammoOfficer, (availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
    playSound "Paycall";
    };
    if (_newScore < rank5 and _newScore >= rank4 and _rank != "CAPTAIN") then {
    _player setUnitRank "CAPTAIN";
    availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons + rank5weapons;
    ["promoted",["img\cpt.paa", _msg]] call BIS_fnc_showNotification;
    [ammoOfficer, (availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
    [ammoOfficer, (availableHeadgear + availableGoggles + availableItems + availableUniforms + availableVests)] call BIS_fnc_addVirtualItemCargo;
    [ammoOfficer, (availableMagazines)] call BIS_fnc_addVirtualMagazineCargo;
    [ammoOfficer, (availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
    playSound "Paycall";
    };
    if (_newScore < rank6 and _newScore >= rank5 and _rank != "MAJOR") then {
    _player setUnitRank "MAJOR";
    availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons + rank6weapons;
    ["promoted",["img\mjr.paa", _msg]] call BIS_fnc_showNotification;
    [ammoOfficer, (availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
    [ammoOfficer, (availableHeadgear + availableGoggles + availableItems + availableUniforms + availableVests)] call BIS_fnc_addVirtualItemCargo;
    [ammoOfficer, (availableMagazines)] call BIS_fnc_addVirtualMagazineCargo;
    [ammoOfficer, (availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
    playSound "Paycall";
    };
    if (_newScore >= rank6 and _rank != "COLONEL") then {
    _player setUnitRank "COLONEL";
    availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons + rank7weapons;
    ["promoted",["img\col.paa", _msg]] call BIS_fnc_showNotification;
    [ammoOfficer, (availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
    [ammoOfficer, (availableHeadgear + availableGoggles + availableItems + availableUniforms + availableVests)] call BIS_fnc_addVirtualItemCargo;
    [ammoOfficer, (availableMagazines)] call BIS_fnc_addVirtualMagazineCargo;
    [ammoOfficer, (availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
    playSound "Paycall";
    };

    Made with KK's SQF to BBCode Converter

    Now that should add the Virtual Arsenal action by default, right? I don't get anything with that approach.

    Also, I have to add them to an object I understand, but I'd like to add the action to the player so as long as the player is near the spawn building they have access to it, without having to point at an object. I must be missing some kind of initialization or way of controlling the AddAction. Any ideas?




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


    hello i have little problem with pbo my map(project), i work on my map and i just use teren + mask, sat, etc imagines.... I setup everything ok. in terrain builder and buldozer all work fine, config files are edited and set right, layers are generated, wrp files exported. when i use official addon builder the mod is created but i cant see my map in game editor but mod is there...yes i put bin and pbo in mod addons dir....

    But when i try to use mikero's pbo project i get this error every time:

    -----------------------------------------------------------------------------
    rapify x64UnicodeVersion 1.75, Dll 4.97 "config.cpp"
    scanning cfgPatches...ok (altered)
    No Error(s)
    Output is to config.bin

    rapify x64UnicodeVersion 1.75, Dll 4.97 "RoadsLib.cfg"
    No Error(s)
    tihi\teren\texHeaders.bin
    1 File(s) copied
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    1 file(s) copied.
    Building entries:...
    config.bin
    grass_green.rvmat
    grass_green_co.paa
    grass_green_nopx.paa
    roads.dbf
    roads.prj
    roads.shp
    roads.shx
    RoadsLib.cfg
    Seabed.rvmat
    seabed_co.paa
    seabed_nopx.paa
    source : ignoring folder
    teren.wrp scanning wrp
    p3d: p:\temp\tihi\teren\teren.wrp
    missing \c:\users\tihi\appdata\local\temp\tihi\data\layers \p_000-000_l00.rvmat

    ---------------------------------------------------------------------------------------------------------------

    and when i go to look at this folder the files are there....any help, sugestion....i am out of idea..i want to test and setup my map before i go into object placing etc....i watch all you tube videos on how to setup my p drive etc...




    Quelle: forums.bistudio.com/showthread…ect-tool&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Arma 3 Server Mod Streaming needs to be implemented

    Bohemia in the next updates please streamlines mod support for ARMA 3. Arma 3 is a game that relies heavily upon mods to make the player experience better then what is provided by default. However, when joining multiplayer servers, mod requirements are very strict, which restrict players who are not running the same mod list from joining a server.

    What should be implemented into Arma is a streamlined mod feature in which whenever a player joins a server they are prompted with a temporary client side download que for all mods running on the server before they can join the lobby. Once the player leaves the server all of these mods will automatically be removed from the player’s temporary cached mod list.

    Here is the mechanism

    1. Players join server
    2. Players are asked if they wish to update their mod list to match the servers mod list (which will be listed)
    3. If player accepts, their mod list is disabled and they join a download que for all mods being run on the server- Being copied directly from server
    4. Player now adopts a cached mod list identical to the servers they are in
    5. When player leaves the server, the server’s cached mod list is removed and deleted from player
    6. Players unique mod list (if any) is re enabled




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



    Project Nova Uniform Pack


    This pack is a WIP of a retexturing of a bunch of uniform items from Arma. My focus is currently on the NATO side but I might expand to OPFOR and maybe IND at some point if there is interest.

    Now I know you're thinking "Not another uniform pack. There is already so many. What makes this one different from all the rest?" Well I'll tell you. This pack is going to be completely modular meaning that uniform combinations will be packaged together instead of being lumped into one large .pbo. My goal with this project is to not only teach myself the aspects of modding and texture creation but also to give the units out there a better way of adding uniforms to their mod packs without having to download a massive 5GBs of files if they don't want to. So with that all being said here it is.


    Pack 1: Multicam
    Spoiler:

    The Multicam pack contains 6 variations of the camo listed below. Right now it just contains the uniform and nothing else. I have plans to add the different armor types, backpacks, and helmets.


    Pack 2: Kryptek (WIP)

    Pack 3: BDU (WIP)



    Downloads
    MediaFire - Download
    Google Drive - Download

    You can follow all of my work on GitHub and check out my YouTube channel for how I am doing what I am doing.
    GitHub - Link
    YouTube - Link





    Quelle: forums.bistudio.com/showthread…orm-Pack&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi, i have an annoying problem.

    For sometime ago i installed an custom map lost islands. Since then the game wont start without launching that map. I have erased the mod several times, i have reinstalled the game, done everything to remove it, but still it runs the map, even if its not installed. Its pretty annoying cause it interfers other custom maps and addons.
    If i run the game clean vanilla, without any mods initialized it still runs the map?? please help?

    Thanks!

    Sixt

    Nevermind, after deleting the proper files in the arma 3/addon folder i solved it.




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


    ================================================== ===================
    == c:\games\xxxx\1202921\arma3\arma3server.exe
    == c:\games\xxxx\1202921\arma3\arma3server.exe -profiles=C:\games\xxxx\1202921\arma3\config -config=server.cfg -port=2302 -IP=xxxx -world=empty -gtqueryport=2304 -mod=@cba_a3;@agm;@alive;@aliveserver;@arp2;@bcomba t;@cha_mi24;@caf_ag;@cup;@asdg_jr;@isladuala_a3;@a llinarma;@allinarmaterrainpack;@panthera_a3;@task_ force_radio;@tao_foldmap_a3;@tilos;@prkz;@mec;@kae _sz;@mas_usa_devg;@mas_nato_rus_sf_veh;@mcc_sandbo x_a3;@nato_russian_sf_weapons;@rh_acc;@rh_m4_a3;@r h_pistol_a3;@rhs_afrf3;@rhs_usf3;@va;@cia_sad;@ios _objects;@ios_st_agnes;@mbg_killhouses_a3;@rds;@rd s_tank

    Original output filename: Arma3Retail_Server
    Exe timestamp: 2015/04/15 15:38:58
    Current time: 2015/04/27 01:48:21

    Type: Public
    Branch: Stable
    Version: 1.42.130340

    Allocator: c:\games\xxxx\1202921\arma3\dll\tbb4malloc_bi.dll
    ================================================== ===================

    1:48:21 ManagerConfig()
    1:48:21 String STR_MOD_LAUNCHER_ACTION not found
    1:48:21 Item STR_CONTROLS_TOOLTIPS_ACTION_IN_MAP listed twice
    1:48:21 Item str_usract_action_in_map listed twice
    1:48:21 Cannot register unknown string STR_USRACT_SWITCH_GUNS
    1:48:21 Cannot register unknown string STR_USRACT_SWITCH_ROCKETS
    1:48:21 Cannot register unknown string STR_USRACT_SWITCH_MISSILES
    1:48:21 Cannot register unknown string STR_USRACT_SWITCH_BOMBS
    1:48:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_GUNS
    1:48:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_ROCKETS
    1:48:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_MISSILES
    1:48:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_BOMBS
    1:49:21 Unsupported language English in stringtable
    1:49:21 Item STR_RHSUSF_INF_ARIFLEMAN listed twice
    1:49:21 Unsupported language English in stringtable
    1:49:21 Unsupported language English in stringtable
    1:49:21 Item str_dn_dshkm listed twice
    1:49:21 Item str_lib_dshkm listed twice
    1:49:21 Item str_dn_kord listed twice
    1:49:21 Item str_dn_kord_low listed twice
    1:49:21 Item str_lib_kord listed twice
    1:49:21 Item str_dn_ags30 listed twice
    1:49:21 Item str_lib_ags30 listed twice
    1:49:21 Item str_mn_at13 listed twice
    1:49:21 Item str_dn_at13 listed twice
    1:49:21 Item str_dn_at13launchersingle listed twice
    1:49:21 Item str_lib_at13 listed twice
    1:49:21 Item str_dn_spg9 listed twice
    1:49:21 Item str_lib_spg9 listed twice
    1:49:21 Item str_mn_og9 listed twice
    1:49:21 Item str_mn_pg9 listed twice
    1:49:21 Item str_mn_igla listed twice
    1:49:21 Item str_mn_9k32 listed twice
    1:49:21 Item str_dn_igla_twice listed twice
    1:49:21 Item str_dn_igla_aa_pod_east listed twice
    1:49:21 Item str_dn_2b14 listed twice
    1:49:21 Item str_lib_2b14 listed twice
    1:49:21 Item str_dn_d30 listed twice
    1:49:21 Item str_lib_d30 listed twice
    1:49:21 Item str_dn_m2_mg listed twice
    1:49:21 Item str_dn_m2hd_minitripod listed twice
    1:49:21 Item str_lib_m2_mg listed twice
    1:49:21 Item str_dn_m119 listed twice
    1:49:21 Item str_lib_m119 listed twice
    1:49:21 Item str_dn_m252 listed twice
    1:49:21 Item str_lib_m252 listed twice
    1:49:21 Item str_dn_tow_tripod listed twice
    1:49:21 Item str_dn_tow listed twice
    1:49:21 Item str_dn_mk19_tripod listed twice
    1:49:21 Unsupported language English in stringtable
    1:49:21 Unsupported language English in stringtable
    1:49:21 Unsupported language English in stringtable
    1:49:21 Item str_location_airfield listed twice
    1:49:21 Item str_dn_2b14 listed twice
    1:49:21 Item str_mn_pg9 listed twice
    1:49:21 Item str_mn_og9 listed twice
    1:49:21 Item str_mn_igla listed twice
    1:49:21 Item str_dn_ags30 listed twice
    1:49:21 Item str_mn_at13 listed twice
    1:49:21 Item str_mn_9k32 listed twice
    1:49:21 Item str_dn_at13 listed twice
    1:49:21 Item str_dn_at13launchersingle listed twice
    1:49:21 Item str_dn_d30 listed twice
    1:49:21 Item str_dn_dshkm listed twice
    1:49:21 Item str_lib_m2_mg listed twice
    1:49:21 Item str_lib_m119 listed twice
    1:49:21 Item str_lib_kord listed twice
    1:49:21 Item str_lib_dshkm listed twice
    1:49:21 Item str_lib_d30 listed twice
    1:49:21 Item str_lib_ags30 listed twice
    1:49:21 Item str_dn_igla_aa_pod_east listed twice
    1:49:21 Item str_dn_igla_twice listed twice
    1:49:21 Item str_dn_kord listed twice
    1:49:21 Item str_dn_kord_low listed twice
    1:49:21 Item str_dn_m119 listed twice
    1:49:21 Item str_dn_tow_tripod listed twice
    1:49:21 Item str_dn_tow listed twice
    1:49:21 Item str_dn_spg9 listed twice
    1:49:21 Item str_dn_m252 listed twice
    1:49:21 Item str_dn_m2hd_minitripod listed twice
    1:49:21 Item str_dn_m2_mg listed twice
    1:49:21 Item str_dn_mk19_tripod listed twice
    1:49:21 Item str_lib_2b14 listed twice
    1:49:21 Item str_lib_at13 listed twice
    1:49:21 Item str_lib_m252 listed twice
    1:49:21 Item str_lib_spg9 listed twice
    1:49:23 Item str_dn_igla_aa_pod_east listed twice
    1:49:23 Unsupported language English in stringtable
    1:49:23 Unsupported language English in stringtable
    1:49:23 Item str_a3_garage listed twice
    1:49:23 Item STR_A3_Showcase_FiringFromVehicles_SITREP_text listed twice
    1:49:23 Item STR_A3_DLC_PREMIUM_ITEM_NOTIFICATION_HELI_TEXT listed twice
    1:49:23 Item STR_A3_DLC_PREMIUM_ITEM_NOTIFICATION_KART_TEXT listed twice
    1:49:23 Item str_a3_flashlight1 listed twice
    1:49:25 Cannot evaluate 'ReadAndCreate' - no file
    ------------------------------------------------------------------------


    I have been beating my head against the wall for two days trying to get a server set up for my Arma 3 unit, first time doing it alone and I'm using https://my.gameservers.com - I'm just wondering if anyone can provide me some insight as to what is causing this hangup.

    As is stands right now, all mods are listed in the top - not sure if the order is messing with it, or if I'm just a big dumb dumb. Please help.




    Quelle: forums.bistudio.com/showthread…rver-cfg&amp;goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - ADDONS & MODS: COMPLETE wrote:


    Last week I purchased "Marksman DLC". I received the receipt and now I'm trying to install the mod itself but the problem is I can't locate it.
    I don't have extensive experience here but from what I understand, there should be an icon on the main screen or was it automatically installed into the game? If that is the case, how do I verify?

    Any help will be appreciated.

    Thank you.




    Quelle: forums.bistudio.com/showthread…ting-MOD&amp;goto=newpost
  • News-Feed wrote:




    Kunduz, Afghanistan von Project Reality (v1.08)

    ***** Update *****


    James2464 veröffentlichte das Kunduz, Afghanistan Addon in den Bi-Foren. Das Addon enthält die Landschaft Afghanistan, speziell die Provinz Kunduz.

    Zitat

    History of Kunduz Province
    The War in Afghanistan and specifically within Kunduz Province saw US and German Forces fighting the Taliban for over 10 years, for more information see the links below.
    http://en.wikipedia.org/wiki/Kunduz_Province
    http://en.wikipedia.org/wiki/Kunduz

    Technical Details
    Grid size : 2048
    Cell size : 2.5
    Terrain size : 5120
    Texture layer : 20m
    Satellite image : 10240px
    5 Materials + Normal

    Credits
    Project Reality - Arma 3 Team www.realitymod.com
    Milkman & SmokeDog - JBAD www.makearmanotwar.com/entry/C2mTc8olQm
    Mikero - Mikero Tools www.makearmanotwar.com/entry/rJzIvsFkAf
    Fabiano Celentano - Lighting Configuration

    Special Thanks
    Ben Rampling - Advise on geographic data.

    Changelog:
    v1.07
    - Fixed popping corner wall lod.
    - Fixed popping tree lod.
    - Removed bush from FOB 2 area.
    - Fixed damage states for market objects.
    - Fixed compound foundations.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&amp;contentid=2882
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