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  • Bohemia Interactive Forums wrote:


    Hello,

    As I play Arma for a longer time, my disks are getting flooded by mods.
    I was using Play with Six and downloading regular mods (manually), since I play in multiple squadrons.
    Now it happened that over the period of time I downloaded the same mods in PW6 as in my regular modmap.
    Today I decided to clean up, due to my disk only had 4 GB left.
    I decided to delete PW6 because it is very unreliable, so I'd rather do it manually.

    First I dragged all the mods which weren't duplicated from the PW6 folder to my regular arma folder (PW6 saved it in My Documents, regular arma is in my Program files x86 --> Steam --> Steamapps --> common --> Arma 3 folder)
    When I finished that, I deinstalled PW6 and the duplicate mods, giving me 40GB extra space.

    But now the problem(s)!

    First of all, I can't start Arma via my desktop icon anymore it says: 'Can't open this Internet shortcut, there is no registered program attached to the steam protocol'.

    After that, I open Arma via my steam, which gave me no problems. Arma started but all my profiles were lost (not that much of a problem), but together with my profiles, all my mods are gone too.
    There are 35 mods, varying from AGM to VHS weaponresting etc.
    Yesterday they all worked fine (sitting in the same map), and now Arma doesn't recognize any of them.

    How do I get them back in my game?
    Is this problem occuring because I have dragged PW6-downloaded folders into my regular downloaded Arma folder?

    Please help!

    Yours sincerely,

    Tom




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


    Overview:
    You are a helicopter pilot. Your task is to destroy the convoy. Do you need something else? You will have it.

    Features:
    • Walkthrough duration - short;
    • Difficulty - medium;
    • Not required addons;
    • Voice acting - no;
    • English translation: Google translator (please do not angry about mistakes in translation =) ).

    Download:
    Steam Workshop
    MediaFire
    Armaholic




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


    I've been trying to get some addons (RHS Escalation and Jurassic Arma Raptor Pack in particular) working in a scenario I'm working on, so that I can spawn those units in a multiplayer mission from the Zeus interface. The problem is, while all of my addons show up in the Zeus menu when I test the mission in singleplayer, almost every mod (save for two units from RHS Escalation, those being the Pchela UAV variants, and the Wander Panzer units) has its units removed from the spawn list when I test it in multiplayer. Is there any reason for this to happen?




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








    TL/DW?

    Since first messing with official Campaign, had one too many occasions in which we are presented with a strong armor threat while having only 1-2 AT AI guys to handle the situation. Making matters worse, the AI have serious problems locating nearby armor threats if there be the slightest bit of foliage or steep hill while no problem calling out threats up to 1000m out that I cant spot for the life of me.

    Usage of the 'REVEAL' button was extreme but had little effect even tho clearly placed on pixel with sufficient enemy actually showing. Even with proper ID'ing, Ai takes insane route to find a clear shot instead of slight maneuvering or even direct line shot available.

    Dealing with armor via launchers is the highest of risk so the ability to have them fire from mild or even moderate foliage should be allowed. We also need the ability to "Cancel out" a target completely so that the situation with #6 being hellbent on that Kuma 600m out can be avoided to deal with the most present threat. #6 firing at those soldiers in Take 2 was just suicide incarnate and ruins missions so plase also bring back the ability to order the weapon and a "Force Fire" back in as in the old days of OFP.




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


    Hi buddies! Im triying to import some A2 vanilla Helmets from the A2SM data base. Before Read a ton about how can i Do this. I alwails have the same problem with all the Helmets, theire dont appear in the head... they appear in the chin, without head movement. like in the image.



    I check in the model CFG the name of the P3d model, check the autocenter 0 in the geometry lod. Use the default A3 Config.cpp and model.cfg but don work... :( im going crazy... Someone can Help??

    This is my Config.cpp:
    Code:


    class CfgPatches {
    class LG83_BT_Gear {
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.1;
    requiredAddons[] = {};
    };
    };

    class cfgWeapons {
    class ItemCore; /// External class reference
    class InventoryItem_Base_F; /// External class reference

    class HeadgearItem : InventoryItem_Base_F {
    allowedSlots[] = {901, 605}; /// defines where can be the cap placed, it is small enough to fit in backpack
    type = 605; /// standard slot for the cap is on head
    hiddenSelections[] = {}; /// default caps don't have any changeable selections
    hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection
    };

    class My_new_helmet : ItemCore {
    scope = 2;
    weaponPoolAvailable = 1;
    displayName = "BT S-MICH 2001";
    picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
    model = "\LG83_BT_Models\Gear\LG83_SMICH2001";

    class ItemInfo : HeadgearItem {
    mass = 10;
    uniformModel = "\LG83_BT_Models\Gear\LG83_SMICH2001";
    modelSides[] = {3, 1};
    armor = 3*0.5;
    passThrough = 0.8;
    };
    };
    };

    This is my model.cfg

    Code:


    class CfgSkeletons
    {
    class Default
    {
    isDiscrete = 1;
    skeletonInherit = "";
    skeletonBones[] = {};
    };
    class OFP2_ManSkeleton
    {
    isDiscrete = 0;
    skeletonInherit = "";
    skeletonBones[] =
    {
    "Pelvis","",
    "Spine","Pelvis",
    "Spine1","Spine",
    "Spine2","Spine1",
    "Spine3","Spine2",
    "Camera","Pelvis",
    "weapon","Spine1",
    "launcher","Spine1",
    //Head skeleton in hierarchy
    "neck","Spine3",
    "neck1","neck",
    "head","neck1",
    //New facial features
    "Face_Hub","head",
    "Face_Jawbone","Face_Hub",
    "Face_Jowl","Face_Jawbone",
    "Face_chopRight","Face_Jawbone",
    "Face_chopLeft","Face_Jawbone",
    "Face_LipLowerMiddle","Face_Jawbone",
    "Face_LipLowerLeft","Face_Jawbone",
    "Face_LipLowerRight","Face_Jawbone",
    "Face_Chin","Face_Jawbone",
    "Face_Tongue","Face_Jawbone",
    "Face_CornerRight","Face_Hub",
    "Face_CheekSideRight","Face_CornerRight",
    "Face_CornerLeft","Face_Hub",
    "Face_CheekSideLeft","Face_CornerLeft",
    "Face_CheekFrontRight","Face_Hub",
    "Face_CheekFrontLeft","Face_Hub",
    "Face_CheekUpperRight","Face_Hub",
    "Face_CheekUpperLeft","Face_Hub",
    "Face_LipUpperMiddle","Face_Hub",
    "Face_LipUpperRight","Face_Hub",
    "Face_LipUpperLeft","Face_Hub",
    "Face_NostrilRight","Face_Hub",
    "Face_NostrilLeft","Face_Hub",
    "Face_Forehead","Face_Hub",
    "Face_BrowFrontRight","Face_Forehead",
    "Face_BrowFrontLeft","Face_Forehead",
    "Face_BrowMiddle","Face_Forehead",
    "Face_BrowSideRight","Face_Forehead",
    "Face_BrowSideLeft","Face_Forehead",
    "Face_Eyelids","Face_Hub",
    "Face_EyelidUpperRight","Face_Hub",
    "Face_EyelidUpperLeft","Face_Hub",
    "Face_EyelidLowerRight","Face_Hub",
    "Face_EyelidLowerLeft","Face_Hub",
    "EyeLeft","Face_Hub",
    "EyeRight","Face_Hub",
    //Left upper side
    "LeftShoulder","Spine3",
    "LeftArm","LeftShoulder",
    "LeftArmRoll","LeftArm",
    "LeftForeArm","LeftArmRoll",
    "LeftForeArmRoll","LeftForeArm",
    "LeftHand","LeftForeArmRoll",
    "LeftHandRing","LeftHand",
    "LeftHandRing1","LeftHandRing",
    "LeftHandRing2","LeftHandRing1",
    "LeftHandRing3","LeftHandRing2",
    "LeftHandPinky1","LeftHandRing",
    "LeftHandPinky2","LeftHandPinky1",
    "LeftHandPinky3","LeftHandPinky2",
    "LeftHandMiddle1","LeftHand",
    "LeftHandMiddle2","LeftHandMiddle1",
    "LeftHandMiddle3","LeftHandMiddle2",
    "LeftHandIndex1","LeftHand",
    "LeftHandIndex2","LeftHandIndex1",
    "LeftHandIndex3","LeftHandIndex2",
    "LeftHandThumb1","LeftHand",
    "LeftHandThumb2","LeftHandThumb1",
    "LeftHandThumb3","LeftHandThumb2",
    //Right upper side
    "RightShoulder","Spine3",
    "RightArm","RightShoulder",
    "RightArmRoll","RightArm",
    "RightForeArm","RightArmRoll",
    "RightForeArmRoll","RightForeArm",
    "RightHand","RightForeArmRoll",
    "RightHandRing","RightHand",
    "RightHandRing1","RightHandRing",
    "RightHandRing2","RightHandRing1",
    "RightHandRing3","RightHandRing2",
    "RightHandPinky1","RightHandRing",
    "RightHandPinky2","RightHandPinky1",
    "RightHandPinky3","RightHandPinky2",
    "RightHandMiddle1","RightHand",
    "RightHandMiddle2","RightHandMiddle1",
    "RightHandMiddle3","RightHandMiddle2",
    "RightHandIndex1","RightHand",
    "RightHandIndex2","RightHandIndex1",
    "RightHandIndex3","RightHandIndex2",
    "RightHandThumb1","RightHand",
    "RightHandThumb2","RightHandThumb1",
    "RightHandThumb3","RightHandThumb2",
    //Left lower side
    "LeftUpLeg","Pelvis",
    "LeftUpLegRoll","LeftUpLeg",
    "LeftLeg","LeftUpLegRoll",
    "LeftLegRoll","LeftLeg",
    "LeftFoot","LeftLegRoll",
    "LeftToeBase","LeftFoot",
    //Right lower side
    "RightUpLeg","Pelvis",
    "RightUpLegRoll","RightUpLeg",
    "RightLeg","RightUpLegRoll",
    "RightLegRoll","RightLeg",
    "RightFoot","RightLegRoll",
    "RightToeBase","RightFoot"
    };
    // location of pivot points (local axes) for hierarchical animation
    pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
    };
    };

    class CfgModels
    {
    class Default
    {
    sectionsInherit="";
    sections[] = {};
    skeletonName = "";
    };
    class ArmaMan : Default
    {
    htMin = 60; // Minimum half-cooling time (in seconds)
    htMax = 1800; // Maximum half-cooling time (in seconds)
    afMax = 30; // Maximum temperature in case the model is alive (in celsius)
    mfMax = 0; // Maximum temperature when the model is moving (in celsius)
    mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
    tBody = 37; // Metabolism temperature of the model (in celsius)

    sections[] =
    {
    "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
    "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
    };
    skeletonName = "OFP2_ManSkeleton";
    };

    class LG83_SMICH2001 : ArmaMan{};

    };

    Please i appreciate some help :) and sorry about my poor english... :S




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


    I'm not sure it's that usefull but I've just created some Arma map files so I'm sharing them:
    https://drive.google.com/folderview?...kU&usp=sharing

    I've worked on the most common maps played in A3.

    You can download the zip file (containing all the png) or just the files you're interested in.
    Beware, the default png viewer on Windows is not that good to handle big files. You'd better use any other software (I'm using IrfanView).

    Many thanks to:
    - the Alive team and especially the Alive war room for giving me the idea to work on that.
    - Killzonekid and his blog detailing the first steps ( http://killzonekid.com/arma-scriptin...rt-topography/ )


    If you want to create you own maps, follow step 1 through 6 from Killzonekid's tutorials then:
    - open the emf file with Irfanview (http://www.irfanview.com/ )
    - reduce to 256 colour selecting only the "best color quality" option
    - save as PNG with the max compression ratio (ie 9)

    I hope you'll be able to put those files to good use. :)




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


    Now in ARMA3, when moving\turning arround\changing stance will lead your cross-hair to get larger. However while aiming a target and keeping firing statically, the cross-hair won't change its size. This is different with the normal FPS game, in which when keeping firing the cross-hair will getting larger and larger and you can't easily judge where the impact point will be because the impact points will disperse with the change of the scale of the cross-hair.
    In ARMA3, when shooting at close target with cross-hair, I can easily know where the impact point will be.
    I think the scale of cross-hair stands for how well you are aiming. When keeping firing, due to recoil and breath etc. , it is more difficult to aim. So the cross-hair should get larger.
    In a similar way, when holding breath for a long time, the cross-hair should get larger.




    Quelle: forums.bistudio.com/showthread…r-a-long&amp;goto=newpost
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