combinedarms.de

  • Armaholic wrote:



    X39 informed us he released an updated version version of the XMedSys addon, an improved medical system for Arma 3, on the BI forums.

      Quote X39 :
      The XMedSys was designed to fill the giant blank ACE left after ArmA 3 came out but ACE did not. Controling everything works in the same way like in ACE to make a move over as simple as possible (may chang

      Read the full article on Armaholic




    Quelle: armaholic.com/page.php?id=23618
  • Armaholic wrote:



    EricJ released an updated version of his Weapons Pack containing different weapons on the BI forums.

      Quote EricJ :
      This adds different weapons, magazines and items to your Arma 3.

      Changelog:
        Added "SCAR-H LSW" with a 50-round drum magazine. Weapon can still accept and use 20-round magazines.
        Fixed SCAR-H Mid-Length Barrel shadow LODS.
        Fixed inventory image path for M3LR scope.
        Adjusted M107 SLAP Magazines with BIS values
        Read the full article on Armaholic




    Quelle: armaholic.com/page.php?id=23859
  • Bohemia Interactive Forums wrote:


    I'm running informal biweekly coop sessions for a small group on Saturdays, 4-6pm UK time, which we're running on a server (Arma 2 and Teamspeak 3) based in Switzerland. Since our group is fairly small to begin with, I wanted to ask if there's anyone on the forums who might be interested in joining. There are no attendance requirements, although I'd usually like a heads-up if people are joining or not.

    The modset we're working with is basically a combination of Cold War Rearmed 2 (though we also play on Chernarus, Takistan and the other Arma 2 maps) and ACRE, though we're okay with client-side mods like sthud, sound mods etc. The server has a large number of small-scale coop missions (anything from 2-16 slots); many of the ones we play come from Sander's magnificent coop packs. Our playing style is not overly serious; we try to play well, but we don't get hung up on things like realism or milsim roleplaying, and mainly we're in it to have a good time, i.e. singing "Bohemian Rhapsody" in the back of the jeep while we're en route to Montignac is absolutely okay (if not actually enforced). Most of the people in the group have played with other groups regularly, for what it's worth.

    So, to repeat the main points:
    • Biweekly sessions on Saturday 4pm UK time
    • Fun and informal (no attendance requirements), though we still play to win
    • Main mods: CWR2, ACRE
    • Language: English


    I'm happy to answer any questions either via PM or on the thread. If you're interested in joining, please send me a PM. Thanks!

    Our next session will be on Saturday, 25 October, from 4-6pm UK time.



    P.S.: I've checked with MadDogX that it's okay to post this here rather than on the Clans & Fanpages subforum, since we're a very small, informal group.




    Quelle: forums.bistudio.com/showthread…armed-2)&goto=newpost
  • Bohemia Interactive Forums wrote:


    So i'm trying to pack a map using mikeros pboProject.

    But trying that im getting that error: Spoiler:
    Jorapp\cfgClutter.hpp
    1 Datei(en) kopiert
    Jorapp\cfgSurfaces.hpp
    1 Datei(en) kopiert
    rapify x32UnicodeVersion 1.75, Dll 4.65 "config.cpp"
    In File Jorapp\cfgSurfaces.hpp: Line 22 Expected class, define, or varname

    rerun with -noisy option to see decode


    problem is, im using the same config.ccp as in another map, where the packing works without a problem. I just changed the name "joninsel" to "jorapp"

    Config JonInsel (working) Spoiler:
    fileName = "JonInsel.pbo";
    author = "Jona";
    };
    };
    class CfgWorlds
    {
    class CAWorld;
    class Stratis: CAWorld
    {
    class Grid;
    class DefaultClutter;
    };
    class Tutorial: Stratis
    {
    cutscenes[] = {};
    description = "JonInsel";
    worldName = "JonInsel\JonInsel.wrp";
    startTime = "11:00";
    startDate = "05/03/2001";
    startWeather = 0.2;
    startFog = 0.0;
    forecastWeather = 0.6;
    forecastFog = 0.0;
    centerPosition[] = {2560,2560,500};
    seagullPos[] = {2560,2560,500};
    longitude = 65;
    latitude = -34;
    elevationOffset = 2000;
    envTexture = "A3\Data_f\env_land_ca.tga";
    minTreesInForestSquare = 2;
    minRocksInRockSquare = 2;
    newRoadsShape = "\joninsel\data\roads\roads.shp";
    ilsPosition[] = {1024,1024};
    ilsDirection[] = {0.5075,0.08,-0.8616};
    ilsTaxiIn[] = {};
    ilsTaxiOff[] = {};
    drawTaxiway = 0;
    class SecondaryAirports {};

    class Sea
    {
    seaTexture = "a3\data_f\seatexture_co.paa";
    seaMaterial = "#water";
    shoreMaterial = "#shore";
    shoreFoamMaterial = "#shorefoam";
    shoreWetMaterial = "#shorewet";
    WaterMapScale = 20;
    WaterGrid = 50;
    MaxTide = 0;
    MaxWave = 0;
    SeaWaveXScale = "2.0/50";
    SeaWaveZScale = "1.0/50";
    SeaWaveHScale = 2.0;
    SeaWaveXDuration = 5000;
    SeaWaveZDuration = 10000;
    };


    /*
    class OutsideTerrain
    {
    satellite = "jsp\abc_sample\Data\s_satout_co.paa";
    enableTerrainSynth = 1;
    class Layers
    {
    class Layer0
    {
    nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.p aa";
    texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa ";
    };
    };
    };
    */

    class Grid: Grid
    {
    offsetX = 0;
    offsetY = 5120;
    class Zoom1
    {
    zoomMax = 0.15;
    format = "XY";
    formatX = "000";
    formatY = "000";
    stepX = 100;
    stepY = -100;
    };
    class Zoom2
    {
    zoomMax = 0.85;
    format = "XY";
    formatX = "00";
    formatY = "00";
    stepX = 1000;
    stepY = -1000;
    };
    class Zoom3
    {
    zoomMax = 1e+030.0;
    format = "XY";
    formatX = "0";
    formatY = "0";
    stepX = 10000;
    stepY = -10000;
    };
    };
    #include "cfgClutter.hpp"
    class Names
    {
    #include "Tutorial.hpp"
    };
    };
    };
    class CfgWorldList
    {
    class Tutorial{};
    };
    class CfgMissions
    {
    class Cutscenes
    {

    };
    };


    //SURFACES
    #include "cfgSurfaces.hpp"


    Config.ccp JoRapp (not working)

    Spoiler:
    #define _ARMA_

    //Class config.bin{
    class CfgPatches
    {
    class Tutorial
    {
    units[] = {"Jorapp"};
    weapons[] = {};
    requiredVersion = 1.0;
    version = "30/07/2011";
    fileName = "Jorapp.pbo";
    author = "Jona";
    };
    };
    class CfgWorlds
    {
    class CAWorld;
    class Stratis: CAWorld
    {
    class Grid;
    class DefaultClutter;
    };
    class Tutorial: Stratis
    {
    cutscenes[] = {};
    description = "Jorapp";
    worldName = "Jorapp\jorapp.wrp";
    startTime = "11:00";
    startDate = "05/03/2001";
    startWeather = 0.2;
    startFog = 0.0;
    forecastWeather = 0.6;
    forecastFog = 0.0;
    centerPosition[] = {2560,2560,500};
    seagullPos[] = {2560,2560,500};
    longitude = 65;
    latitude = -34;
    elevationOffset = 2000;
    envTexture = "A3\Data_f\env_land_ca.tga";
    minTreesInForestSquare = 2;
    minRocksInRockSquare = 2;
    newRoadsShape = "\Jorapp\data\roads\roads.shp";
    ilsPosition[] = {1024,1024};
    ilsDirection[] = {0.5075,0.08,-0.8616};
    ilsTaxiIn[] = {};
    ilsTaxiOff[] = {};
    drawTaxiway = 0;
    class SecondaryAirports {};

    class Sea
    {
    seaTexture = "a3\data_f\seatexture_co.paa";
    seaMaterial = "#water";
    shoreMaterial = "#shore";
    shoreFoamMaterial = "#shorefoam";
    shoreWetMaterial = "#shorewet";
    WaterMapScale = 20;
    WaterGrid = 50;
    MaxTide = 0;
    MaxWave = 0;
    SeaWaveXScale = "2.0/50";
    SeaWaveZScale = "1.0/50";
    SeaWaveHScale = 2.0;
    SeaWaveXDuration = 5000;
    SeaWaveZDuration = 10000;
    };


    /*
    class OutsideTerrain
    {
    satellite = "jsp\abc_sample\Data\s_satout_co.paa";
    enableTerrainSynth = 1;
    class Layers
    {
    class Layer0
    {
    nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.p aa";
    texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa ";
    };
    };
    };
    */

    class Grid: Grid
    {
    offsetX = 0;
    offsetY = 5120;
    class Zoom1
    {
    zoomMax = 0.15;
    format = "XY";
    formatX = "000";
    formatY = "000";
    stepX = 100;
    stepY = -100;
    };
    class Zoom2
    {
    zoomMax = 0.85;
    format = "XY";
    formatX = "00";
    formatY = "00";
    stepX = 1000;
    stepY = -1000;
    };
    class Zoom3
    {
    zoomMax = 1e+030.0;
    format = "XY";
    formatX = "0";
    formatY = "0";
    stepX = 10000;
    stepY = -10000;
    };
    };
    #include "cfgClutter.hpp"
    class Names
    {
    #include "Tutorial.hpp"
    };
    };
    };
    class CfgWorldList
    {
    class Tutorial{};
    };
    class CfgMissions
    {
    class Cutscenes
    {

    };
    };


    //SURFACES
    #include "cfgSurfaces.hpp"


    Could somebody please tell me where my problem is? Because..well..i don't have a clue.

    greetz, Don!




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


    Right. Let me start my saying I do have a few add-ons installed. This is for clan purposes. I'm trying to set up a Zeus character that can be switched to as a game master. What I've found is that whenever I set down the Zeus Game Master module though and try to preview the mission after that, I get the error like in the title and it won't load into the game. I know it's happening because of the game master module, so I'm just curious if anyone knows a fix (that isn't telling me to remove my add-ons).




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


    with the new update of AGM (0.94) sniping became a bit harder to learn. the default zeroing system (with each click of zeroing up the bullet would hit 100 meters further in front of you) was replaced by a new click zeroing system where how far each click would make your bullet travel is dependent on the weapon and scope (as far as i can tell anyway) so i made a ballistic chart (not sure if that's the proper name) shooting different weapons at the same target 818 meters away with no wind (i will test wind later) and using a lupold mk4 scope from trixie recon pack. ( i will do further tests with the vanilla SOS scope if i get feedback from this thread

    vanilla weapons

    GMB lynx
    5.9 clicks. range per click is 139 meters per click (MPC)

    m200 intervention
    4.2 clicks. range per click is 195 (MPC)

    trixie recon pack weapons

    m107
    6.1 clicks. range per click is 134 (MPC)

    m110
    4.9 clicks. range per click is 167 (MPC)

    AWM .338
    4.4 clicks. range per click is 186 (MPC)

    m40-A3
    4.7 clicks. range per click is 174 (MPC)

    a massi nato and russian SF pack weapon

    SCAR-H
    6.7 clicks. range per click is 122 (MPC)

    an RH m4

    M4A1
    9.5 clicks. range per click is 86 (MPC)

    i had alot of trouble controlling the m4 it was spraying bullets within to 2 3 mill dots of the center no matter how much adjusting i did. the ar-15 sanitized carbine from HLC ar-15 pack was much better at range. (unfortunately i forgot to write down the results)

    suppressors seemed to not make any noticeable difference to bullet drop but made the weapons less accurate.

    if you want me to test a weapon i haven't covered leave a comment.




    Quelle: forums.bistudio.com/showthread…4-update&goto=newpost
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