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  • 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
  • Bohemia Interactive Forums wrote:


    I have created this thread as per suggestion from DnA in regards to my concerns/problems as an arrows user regarding the "improved" key binding system recently put into place via the dev builds.

    I hope that any other fellow arrows users and anyone else having strange occurrences or issues in regards to this "improvement" change will lend their voices to this thread and raise enough awareness to the dev who put this change into place ( Fyrgon ) that there will be consideration to revert these changes so those of us who have our binds that since the alpha build have worked just fine but now are bugged, broken, etc with these changes recently.

    Here is the links to my initial post regarding my issue as well as a link to Frygon's response:

    My post: http://forums.bistudio.com/showthrea...=1#post2902893

    Dev Frygons post: http://forums.bistudio.com/showthrea...=1#post2903081

    As I have already stated recently, I was approached by a few people privately about this change and how it has affected them negatively as arrows users, breaking binds that up until now have worked perfectly fine (even though BIS apparently thinks there is a major enough issue with keybinding to try changing it.) I have even wrote to the dev responsible for the....improvement...but so far no further acknowledgement or response. Thus, why I was directed to open my own thread regarding this issue.

    Perhaps I am not up on current events, but up until now since playing the alpha build I have used my layout perfectly fine for years more or less (with of course modifications and additions in regards to arma 3's enhancements and new movement features/stances/etc).

    To restate my own thoughts from the other night: It's certainly frustrating when you've been using a setup for years just perfectly fine and now suddenly out of the clear blue a change like this and now I have to spend all this time figuring out a weird new layout just because someone in the office felt it would be great to change something that I don't think the community has had a major issue with or felt severely broken (?). In fact I haven't faced the issues Frygon raised as reasons for his changes until now when these changes were put into effect on the dev build and probably heading for the next stable build, much to my worry.

    Moreover, I suffer from a form of muscular dystrophy--a neuromuscular disease which affects all the muscles of the body, causes severe bouts of extreme weakness, etc--which affects my arms. So using my arrows layout was the most comfortable to my needs as a PC gamer. So for me at least, these changes have done far more negative than positive and really hope that they will reconsider these changes. I've been spending all of my arma time since my very first post regarding this issue trying to find a new layout, to no avail. It either didn't work, bugged out, or physically just not comfortable for my needs. So I am stuck between a rock and a hard place and have much concern.

    If there are any fellow arrows users also experiencing issues or dislike of the new changes, please add your thoughts to this thread, and we can hopefully bring about at least reconsideration. Thanks!




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


    Hi,

    Is it possible for the ARMA 3 dev's to make more textures?.

    ARMA 3 Textures suggestions:
    - Green Moss
    - Green Terrain, Streams , Fallen logs, Make it feel like your in a green forest.
    - If your by the sea side, then make the beach texture's more of a sandy color.


    -------
    If that does still not float the ARMA 3's dev's boat, what about making a DLC that is based on green landscape. green forests, open green terrain,etc..
    focus more on the textures and the whole feeling...


    or what about snow?. and if there's snow, then make the map / island/etc feel like your up in Norway country side or something.

    or lets say New Zealand landscape or France, give more of a feeling by doing the color,textures,atmosphere, etc... the whole feeling..

    so what about adding some new islands or maps that are green based..




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




    Boeing/SOAR MH-47E von konyo (v1.3)

    ***** Update *****

    konyo veröffentlichte sein Boeing/SOAR MH-47E Addon in den Bi-Foren. Das Addon enthält das MH-47E Chinook Hubschrauber Pack aus ArmA2.

    Zitat

    My MH-47E Chinook is finally here for ArmA3. She's just a direct port at the moment so includes the same feature's as it did in ArmA2. Minus a few.. Sorry! In the next upcoming versions she will have more stuff added so make her even greater for ArmA3. Anyway enough of my blabbing on, I'm sure you've all been waiting long enough. So here you go.. the main points.

    Features:
    - Correct Number of Flares/Countermeasures in a Forward Direction.
    - Lock Dectection System Complete with Warning Sounds.
    - Walkable Fuselarge.
    - Digital Cockpit for Pilot & Co-Pilot.
    - Option to Level, Lower & Raise Ramp.
    - 2 Cargo Positons on the Edge of the Ramp. (Fixed Ramp Version Only)
    - New & Improved Flight Engine Sound's.
    - 19 Different Radio Chatter Sounds.
    - Improved Blade System, bend when under load etc.
    - Custom Cargo Positions. (BackCrew & Loadmaster)
    - Co-Pilot Camera is fully animated.
    - FLIR & Laser Marker on Co-Pilots Camera.
    - Animated Loadmasters Hatch.
    - Animated Windscreen Wipers.
    - Ability to Sling Load Vehicle's & Ammo. (See Raven LIFTER).
    - Fast Roping for Cargo Crew Passengers.(See Raven LIFTER).
    - A "Hardcore" Version, Where You Disembark From Inside The MH-47E.
    - 2 Wreckage Models.
    - Signed AddOn for online use.

    Changelog:
    v1.3
    Improved: Slingloading uses front hook.
    Improved: Raised Slingloading maximum mass.
    Added: Firing from vehicles. (Fixed Ramp Version Only).
    Added: Compatible with AGM Fast Roping.
    Added: RAF CH-47 HC.3



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1606
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