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  • News-Feed wrote:




    TRYK's Uniforms von teriyaki (v0.9.3b)

    ***** Update *****


    teriyaki veröffentlichte sein TRYK's Uniforms Addon in den Bi-Foren. Das Addon enthält rextexturietes ArmA2 Modell Uniform und Ausrüstungs-Pack.

    Zitat

    Changelog:
    v0.9.3b
    Fix :
    - snow clothing disappeared of Handgun Is back in hand
    - Some of Rvmat was not at work.

    add:
    - T-Shirts + Denim Glove.
    - Red T-Shirts + Denim.
    - New Bikey

    this addon Retexture and Arma2 model Uniform and Gear pack.
    I make a uniform to match the various island or situation by a multi-play
    Many uniforms. based for U.S. Army.









    Download:
    TRYK's Uniforms




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3556
  • News-Feed wrote:




    =VQI= SpookWarCom von Goblin (v0.0.7 Apha)

    ***** Update *****


    Goblin veröffentlichte sein =VQI= SpookWarCom Addon in den Bi-Foren. Das Addon enthält ein ArmA III Modulsystem und fügt dem Spiel zahlreiche Spec-Ops Elemente und Gameplay-Optionen hinzu, z.b. Taucher-Addon (siehe =VQI= Diver System )

    Zitat

    SpookWarCom is an ArmA III Module System that is designed to add numerous elements of Spec-Ops, Black-Ops, You-Were-Never-Here-Ops, and other darker immersion and gameplay options for the player who wants that ominous 'deep behind enemy lines' feel conducting secret operations in the most dangerous countries in the world.

    Just place any of the Modules you want to use on the Map, and set your options. Works great with ALiVE, AGM, RHS, MEC, TPW, CSE, AB, and any other Mods you want to run with SpookWarCom. Use as many or as few modules as you prefer. Very user friendly. Designed mostly for Spec-Ops, but standard infantry and all other gameplay styles, are of course, possible.

    Under the command of JSOC and overseen by the CIA and MI6, you will be conducting clandestine operations around the globe in both an official and unofficial capacity. The most secretive Special Forces consisting of the best operatives throughout the entire combined Spec-Ops community.

    Features:
    - Classified: Eyes-Only
    - You Do Not Exist
    - Feet First into Hell
    - One Shot, One Kill
    - Pretty Pink Mist
    - Brave Men, Dark Waters

    Changelog:
    v0.0.7 Alpha
    COMBAT DIVER:
    - ADDED: SDV Loadout Option: Standard
    - ADDED: SDV Loadout Option: Demolition
    - ADDED: SDV Loadout Option: Explosives
    - ADDED: SDV Loadout Option: Anti-Vehicle
    - ADDED: SDV Loadout Option: Scout/Sniper
    - FIXED: Floating Guns in SUB
    - FIXED: Menu Options in SUB
    - CHANGED: Menu Options in SUB

    SOCOM MISSION GENERATOR:
    - FIXED: Generic X Conflict
    - FIXED: Disarm 'L1 Bomb Device' Menu

    SCOUT/SNIPER:
    - FIXED: Questrel 'SniperBuddy'
    (ACE3 version coming soon)
    SPOOK:

    - CHANGED: Removed Hand Grenade

    HALO/ParaJump:
    - FIXED: Temporary Marker Option
    - FIXED: A.A.D. Wet-Jump (lowest alt setting)
    - REMOVED: Support for the old C-130 and C-17
    - CHANGED: More Altimeters in Jumpcraft
    - CHANGED: A.A.D. set to ASL (Above Sea Level)
    - CHANGED: A.A.D. Altitude Settings
    - ADDED: MC-130J Commando II Support (by fullerpj)
    - ADDED: C17 Globemaster III Support (by fullerpj)
    - ADDED: Over 20 Random Radio-Chatter Files
    - ADDED: Weapon-On-Back upon HALO/Para Inspection
    - ADDED: Depressurize Sound EFX in Aircraft
    - ADDED: Opening Door Sound EFX in Aircraft
    - ADDED: Aircraft Travel Time Option to Module
    - ADDED: Red Chemlight to Boot Option
    - ADDED: Auto-Door Open for BOTH MC-130J and C17
    - ADDED: More Freefall/Wind EFX
    - ADDED: Velocity out the Back of Jumpplane
    - ADDED: Gear/Weapons/Equipment Crate
    - ADDED: Virtual Arsenal Crate
    - ADDED: HALO/ParaJump Menu Keybinding (Shift + H)
    - ADDED: Standard Rebreather Supported (for T.F.R)
    - ADDED: A.I. Support (still WIP)
    (not in Plane yet, but AI will Jump with you)

    E.O.D/Explosives:
    - FIXED: Bold/Black Text Conflict with Config Files



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2742
  • News-Feed wrote:




    Infantry Occupy House Script von Zenophon (30.06.15)

    Zenophon veröffentlichte sein Infantry Occupy House Script in den Bi-Foren. Das Skript teleportiert KI-Einheiten in das nächste Gebäude an eine geeignete Fensterposition.

    Zitat

    Overview
    This script teleports AI units into the nearest building at appropriate window positions. Units will stand and face the window so they can fire out of it. Units are moved to random windows every time. If there are enough units, every possible window will be covered; otherwise, you won't know where they are watching. When there are multiple possible windows to face, units will face one at random. Units will not be put at a window where something within 15 meters obstructs the view.

    By using this script, you no longer have to manually place units at windows and struggle with the 2d editor. This script allows you to easily simulate the AI occupying buildings and defending their position realistically. It works for just a few units to surprise players, and on a large scale to put dozens of enemies into defensive positions all across a city.

    The function is carefully optimized for almost no performance impact, allowing it to dynamically examine each position for the best possible results. There is no debug, argument checking, or defensive code, to make it as simple and fast as possible, so make sure the arguments are correct.

    Changelog:
    6/30/15
    - Added: Parameter to fill buildings from top to bottom
    - Improved: Optimized



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2034
  • News-Feed wrote:




    UH-60 A3 Pack von EricJ (RC3)

    ***** Update *****


    EricJ veröffentlichte sein H-60 A3 Pack Addon in den Bi-Foren. Das Addon enthält ein UH-60 Pack portiert aus ArmA 2 mit Anpassungen und Erweiterungen.

    Zitat

    Changelog:
    RC3
    - Added the UH-60M (Unarmed/ESSS)
    - Adjusted MEV fuel capacity to match the UH-60M (Unarmed/ESSS)
    - Fixed position lights on the Medevac version.
    - Fixed the PMC version Miniguns.






    Download:
    H-60 A3 Pack




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3503
  • News-Feed wrote:




    EricJ Weapons Pack von EricJ (RC61)

    ***** Update *****


    EricJ veröffentlichte sein EricJ Weapons Pack in den Bi-Foren. Das Addon enthält enthält verschiedene Waffen für ArmA3.

    Zitat

    I figure I may get back into weapon modding, porting,etc. but for now I got the Ultimax 100 into a workable format, Readme is included along with classnames, etc.

    Weapons:
    - Ultimax 100
    - Ultimax 100 Short
    - Ultimax Mk4
    - SCAR-L Short
    - SCAR-L Short Black
    - SCAR-L
    - SCAR-L Black
    - SCAR-H
    - SCAR-H Black
    - SCAR-H Long barreled version
    - SCAR-H with EGLM
    - SCAR-L with EGLM
    - M110 SASS
    - SCAR-L w/AFG
    - SCAR-H w/AFG
    - SCAR 65 w/EGLM
    - HK417 16” Barrel
    - HK417 12” Barrel
    - M24A1 Desert
    - M107 Barret
    - M24 Desert
    - LRR Desert
    - LRR Woodland
    - L115A3 Desert
    - L115A3 Woodland
    - AKM
    - M468
    - L85A2 RIS
    - M249

    Changelog:
    RC61
    - Fixed and cleaned up all weapon models (maintenance update) as well as adjust some other weapon weights.




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=949
  • News-Feed wrote:




    Angel Island von Team Les Vétérans : [V]Xnam (v1.0 Fixed)


    Xnam veröffentlichte sein Angel Island Addon in den Bi-Foren. Das Addon enthält ein Terrain, dass San Fransico Bay darstellen soll - Eine kleine Insel einer hügeligen Landschaft und einer hohen Dichte an Vegetation.

    Zitat

    Angel Island, is my first terrain for Arma 3, it's based Angel Island, in San Fransico Bay. It's a small Island, with a high level of difficulty, due to the hilly lanscape, and the high density of vegetation.
    although small, Angel offers a large panel of environment : cliffs, towns, farms, forest, talweg, rocky ground,...

    Features:
    - Elevations come from USGS Map Database.
    - Real elevation model & roads & structure implantation
    - Terrain is 4 km²
    - Island is 2 km²
    - 2 small towns
    - 1 hotel Zone
    - Small farms and structures dispatched around the island.
    - Allows you to display shadows to 1000meters (in arma graphics settings )

    Multiplayer Mission Included !! : [Coop]Conquer And Destroy by [V]Tyrghen
    Random targets to destroy & Random Zone to Capture.
    VAS and =BTC= Revive included.







    Download:
    Angel Island




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3558
  • Bohemia Interactive Forums - ARMA 3 - ADDONS & MODS: COMPLETE wrote:


    I rewrote my old script/mod because basically wind/rain/fog/overcast were not independent. In this rewrite, they are own threads. I'm not progressing too well due to no time and I feel somewhat uncomfortable at some points... about how I wrote it... time will tell. Its WIP and quite early, but works. I'm currently not thinking about MP, this may change. It's done with using from missions/scripting (call via execvm) in mind, but not yet documented and tested. All code open, pbo is just a loader. Usually you can change settings/code and restart mission for changes to apply.

    Dynamic weather 2 WIP, Version 0.9.7

    - WIP
    - SP ONLY
    - MOD usage only (external script calls not yet documented and tested)

    https://www.dropbox.com/s/i2sjx88jpr..._0.9.7.7z?dl=0

    Archive has a (not 100% accurate) readme.txt

    [Install]
    - Copy the directory to [arma3dir]\@tort_DynamicWeather2\ (do not rename! It will not work!)
    - Load mod as you are used to.
    - Thats it, no use of [arma3]\userconfig\

    [Usage]
    - Open map ingame, you find all presets and settings there. (support menu from v1 works, but is somewhat obsolete)
    - Find settings and templates in @tort_DynamicWeather2\script\config\

    Control also via global variables. Description:

    Code:

    GLOBAL VARIABLE NAMES:

    tort_
    overcast_
    fog_
    wind_speed_
    wind_dir_
    rain_
    amount - current target value
    min - minimum amount
    max - maximimum amount
    weighting - tendency of movement direction
    turbulence - rapidness/amount of changes
    now - if you create this variable, this aspect of weather will be applied instantly (in less than 5 seconds)
    tort_rain_threshold - it can only start to rain if overcast is >= threshold.

    VARIABLE RANGES:

    overcast|fog|rain: [0..1] (ArmA range)
    wind_speed: [0..13] (Beaufort scale)
    wind_dir: [0..360] (Azimuth in degrees)

    weighting: [-1..1]
    turbulence: [0..1]
    rain_threshold [0..1]

    Example:
    - "tort_overcast_now = 0.85" - 0.85 overcast will be applied instantly.
    - "tort_overcast_min = 0; tort_overcast_max = 0.5;" - weather will start to move slowly into that range and then stay inside it.
    - "tort_winddir_min = 340; tort_winddir_max = 20;" - wind will always come from north.
    - "tort_rain_weighting = -0.5" - at every next forecast, there's a 75% chance that rain will decrease (25% chance of increase)




    Quelle: forums.bistudio.com/showthread…Weather2&goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - GENERAL wrote:


    I can't describe how very disappointed I am! I just pissed away AUD$543 on upgrading from a Gigabyte GTX760 to a Gigabyte GTX970, foolishly thinking I would gain at least some FPS gain in A3. But no, apparently that was too much to hope for, there is no difference in FPS what so ever!! NOT ONE FRAME!!
    This is even more disappointing because A3 is the only system intensive game I play. It's the only reason why I forked out they money, which is ALOT of money in my books. I guess stupid me should have spent the same amount of money and got the best i7 available... but would that have made much difference either?

    I just can't believe it's made no difference :(

    My system:
    i5 3.4ghz
    8g RAM
    was GTX760
    now GTX970




    Quelle: forums.bistudio.com/showthread…60!!!!!!&goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - GENERAL wrote:


    Hi BIS dev.

    I just replayed the campaign, and in the mission Status Quo, the audio files of the journalist Cole are missing.
    The subtitles do show, but there is no audio.

    My game is in French.

    Can you have a look at it please?

    Besides, in the French version of the game, the callsign "Crossroad" has been translated as "Carrefour".
    It would be better if it stays "Crossroads" (no translation on callsigns).

    Thanks




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