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  • News-Feed wrote:




    FSF SacVentral CSE Edition von stcrowe (v1.04.1026)

    DDDDDD veröffentlichte sein FSF SacVentral CSE Edition Addon in den Bi-Foren. Durch die ventrale Position des Rucksacks sind Fallschirmsprünge in einer Bauchlage möglich - als Combat Space Enhancement Edition.

    Zitat

    This is exactly the same as FSF SacVentral but interfaced with Combat Space Enhancement]CSE[/URL] .
    This is for CSE users, but please support the original mod authors

    Note:
    FSF_SacVentral_CSE is standalone. The original FSF_SacVentral is not needed.

    Info:
    Original Authors : ElDoKtor,ToF & Betep

    Sign file : Yes
    Compatibility : SP & MP

    This addon allows you to put a backpack in a ventral position using CSE action Menu.
    All backpack in the game are supported
    You can now put your backpack in a ventral position to realize a parachute jump from a HALO Helicopter or airplane. You can carry 2 backpack with this feature for best practice LOGISTICS in cooperative play .



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3107
  • News-Feed wrote:




    RHS Insurgents - ALiVE Compatibility Addon von maquez [Q-Net] (v1.1)

    maquez [Q-Net] veröffentlichte sein RHS Insurgents - ALiVE Compatibility Addon Addon in den Bi-Foren. Das Addon ermöglicht die volle Nutzung der Aufständischen Faction in ALiVE.

    Zitat

    enables the full use of the Insurgents Faction in ALiVE or in editor (groups) without this addon ALiVE will spawn only infantry and no vehicles



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3109
  • News-Feed wrote:




    Bundeswehr Dingo von Stevoo4552 (v1.1)

    Stevoo4552 veröffentlichte sein Bundeswehr Dingo Addon in den Bi-Foren. Das Addon enthält ein Reskin des ATF Dingo2A2 vom ACR_A3 Mod mit Texturen des AMT DINGO aus ArmA2 von Frankymans.

    Zitat

    Me and my people reskinned and seperated the ATF Dingo2A2 from the ACR_A3 mod using frankymans Textures from the ArmA2 AMT DINGO.

    Features:
    - Dingo2A2 with MG3 + GMG(Flecktarn)
    - Dingo2A2 with MG3 + GMG(Tropentarn)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3113
  • Bohemia Interactive Forums wrote:


    Hello,
    I want my AI artillery only fire at my command. I have a base in Camp Maxwell with Sholef and Seara artillery support in it and a mission to clear LZConnor nearby in line of sight to Camp Maxwell. Every time I want to do this mission my artillery is auto attacking every unit that gets spotted by me or by themselve. At the moment I solved that problem using
    Code:

    this setcaptive true;
    at every OPFOR soldier at LZConnor but this causes my mission is set instantly to succeeded when entering the map cause my trigger that is set to "OPFOR is present" doesn't realize the OPFOR units in this area as OPFOR anymore.
    I know I can solve this using !alive command but this would be a lot of work because i used the militarize script of the AI Spawn Script Pack to occupy LZConnor and some position nearby. I don't know the class names of the units this script randomly inserts at this positions for the !alive command at my trigger. So the easiest way to solve this problem would be to set my artillery to "only fire at command".

    This is what I've tried until now:
    Code:

    this setcombatmode
    Using this, the only way to stop the AI from auto attack is "BLUE" but this prevents the AI from fireing even when I call for artillery support.

    Code:

    this setbehaviour
    Tried everything but they are still auto attacking the enemy.

    Code:

    this setskill
    Decreased their range of sight but they are still attacking if I spot an enemy or the enemy is shooting at their direction approximately.

    Code:

    this disableAI "AUTOTARGET"; this disableAI "TARGET"; this disableAI "FSM"
    Doesn't seem to work, too.




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


    So basically, can anyone tell me what is the limit per square for ground texture types? Is it 4 in Arma3? And what defines how large is one square?

    I thought I understood this but I am havign trouble assigning my ground textures properly.

    My stats:
    Grid size: 4096 X 4096
    Cell size: 7.5m
    Terrain size: 30720m
    Sattelite map size: 30720 x 30720 px (desired)
    Res: 1m/PX (dito)
    Tile size: 2048 x 2048 (tried several other sizes)
    Desired overlap: 16 px
    Texture layer 30x30m

    My layers.cfg
    PHP Code:

    class Layers
    {
    class
    dgc_dirt
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_dirt.rvmat";
    };
    class
    dgc_dry_grass
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_dry_grass.rvmat";
    };
    class
    dgc_forest_pine
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_forest_pine.rvmat";
    };
    class
    dgc_grass_green
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_grass_green.rvmat";
    };
    class
    dgc_soil
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_soil.rvmat";
    };
    class
    dgc_concrete
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_concrete.rvmat";
    };
    class
    dgc_rock
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_rock.rvmat";
    };
    class
    dgc_seabed
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_seabed.rvmat";
    };
    };

    class
    Legend
    {
    picture="dgc\dgc_LostCoast\source\mapLegend.png";
    class
    Colors
    {
    dgc_dirt[]={{255,0,0}};
    dgc_dry_grass[]={{255,255,0}};
    dgc_forest_pine[]={{255,0,255}};
    dgc_grass_green[]={{0,255,0}};
    dgc_soil[]={{0,0,255}};
    dgc_concrete[]={{150,150,150}};
    dgc_rock[]={{0,0,0}};
    dgc_seabed[]={{20,40,20}};
    };
    };





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




    HAFM NH90 Bundeswehr Retexture von audiocustoms (v1.01)

    ***** Update *****

    audiocustoms veröffentlichte sein HAFM NH90 Bundeswehr Retexture Addon in den Bi-Foren. Das Addon enthält Retextur des Aplion HAFM NH90 Hubschraubers, für eine Bundeswehr Version. Dieses Modell wurde um AGM Fastrope (Abseilen) an der Rampe erweitert.

    Zitat

    I decided to do a German Bundeswehr Retexture of the fabulous HAFM NH90 by Aplion
    I also added AGM fastrope on the ramp to it.

    Changelog:
    v1.01
    - darkend the overall coloring
    - added new dust and dirt map
    - minor detail tweeking



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3092
  • Bohemia Interactive Forums wrote:


    How do I keep track of the updates in the mods?
    In Play With Six it was easy to see, but now I use them manually, I have no clue where and when to check for mods?
    Since I play twice a week, it's quite time-consuming to check 35 times for all the mods to be up to date.

    Is there an easy with with notifications of some kind?

    Yours sincerely.




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




    RHS: Escalation von Red Hammer Studios (v0.3.6)

    ***** Update *****


    Soul_Assassin veröffentlichte den RHS: Escalations Mod in den Bi-Foren. Escalation - Unter dieser Bezeichnung präsentiert RHS zwei völlig eigenständige Mods: Streitkräfte der Russischen Föderation und Streitkräfte der Vereinigten Staaten. RHS: AFRF and RHS: USAF
    Changelog siehe jeweiligen Download-Link.

    Zitat

    The Red Hammer Studios team is very proud to announce our first major release for Arma 3 - RHS: Escalation!

    Under this name we present two totally standalone mods: Armed Forces of the Russian Federation and United States Armed Forces (if you download them separately and play with both enabled, you are effectively playing Escalation).

    This is all just a tiny preview of what is to come from our side, with many nice things and improvements planned for the future.

    FEATURES:
    - Countless new vehicles: tanks, cars, IFVs and APCs for both sides to use, as well as atmospheric objects like radars.
    - Completely new soldier models and dozens of gear objects make for over 700 possible unit customization possibilities. Use the supplied virtual ammo crates to quickly make your own custom setups.
    - New weapons and attachments. Have everything at your disposal to take on your enemy.
    - Realism enhancements: full PhysX support and realistic configurations, complex Fire Control Systems for applicable vehicles. New user interface items representing control and awareness systems of vehicles to increase atmosphere and gameplay dynamics. Also our constantly expanding and improved decal system has even migrated to the US side.
    - Fully ZEUS compatible.
    - Fully ALiVE compatible. Many thanks goes towards ALiVE team making sure RHS Evolution can be enjoyed using ALiVE Framework!
    - Fully Task Force Radio compatible. Many thanks to the developers of TFA and their effort making sure everything was in place for you to enjoy it right out of the box! TFA will even contain new radios made in the style of our units!
    - Future-proof: sling-loading will work once they make their way to the stable branch. If you are playing on development branch you should have these features enabled already! FFV will come later as releasing it now would cause problems for those of you playing on the stable branch.
    Many many more...



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2679
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