combinedarms.de

  • Bohemia Interactive Forums wrote:


    1. I remodeled my terrain inside bulldozer and the current satellite image aswell as everything else is not showing in my imported version of the satellite image for me to create roads on for the modified bulldozer landscape that i did, for me to build roads on i might be building roads on water for all i know from the last satellite image...


    2. when i go in game with my map , my current map is very small and is at the bottom left corner of the whole arma map...




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


    Hey guys,

    Is there anyway to not show a action when a trigger has been activated?

    Here is what i have so far.

    {

    If (mis1complete) Then {player removeAction mis1};

    sleep 1.0;
    };
    mis1 = player addaction [""" +"Capture AAC Airfield","ops\aac.sqf","",1,false,true,"",""]
    mis2 = player addAction ["" +"Seek and Destroy Large OA", "ops\helo.sqf"];
    mis3 = player addAction ["" +"Destroy Power Plant", "ops\pwr.sqf"];

    And i have a trigger with activation with mis1complete = true.

    I know there is a way to add it to the action script but i cant figure out the syntax.

    Thanks
    Rav




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


    Since 1.42 my server has been randomly crashing and i cant figure out why.

    Today after the 1.44 update it already crashed 2 times near the 40 people.

    I have this error on rpt log

    Code:





    == C:\TCAFiles\Users\***\***\arma3server.exe
    == "C:\TCAFiles\Users\***\***\arma3server.exe" -server -ip=***** -port=2312 -profiles=arma3 -config=server.cfg -cfg=arma3\arma3.cfg

    Original output filename: Arma3Retail_Server
    Exe timestamp: 2015/05/04 15:32:44
    Current time: 2015/05/05 21:43:35

    Type: Public
    Branch: Stable
    Version: 1.44.130654

    Allocator: C:\TCAFiles\Users\***\****\dll\tbb4malloc_bi.dll
    =====================================================================

    21:43:35 ManagerConfig()
    21:43:35 Error when creating WIC imaging factory:
    Error: 0x80040154
    21:43:35 Splash window: Empty image - unable to draw the splash window
    21:43:35 Splash window: Empty image - unable to draw the splash window
    21:43:35 Splash window: Empty image - unable to draw the splash window
    21:43:35 Splash window: Empty image - unable to draw the splash window
    21:43:36 Cannot register unknown string STR_USRACT_SWITCH_GUNS
    21:43:36 Cannot register unknown string STR_USRACT_SWITCH_ROCKETS
    21:43:36 Cannot register unknown string STR_USRACT_SWITCH_MISSILES
    21:43:36 Cannot register unknown string STR_USRACT_SWITCH_BOMBS
    21:43:36 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_GUNS
    21:43:36 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_ROCKETS
    21:43:36 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_MISSILES
    21:43:36 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_BOMBS
    21:43:36 Splash window: Empty image - unable to draw the splash window
    21:43:36 Splash window: Empty image - unable to draw the splash window
    21:43:36 Splash window: Empty image - unable to draw the splash window
    21:43:47 Splash window: Empty image - unable to draw the splash window
    21:43:50 Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/PAPA_BEAR/
    21:43:50 Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/AirBase/
    21:43:51 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayEditObject/Controls/B_OK/


    1:47:10 Error: Object(179 : 134) not found
    1:47:10 Error: Object(179 : 135) not found
    1:47:12 "TERRITORY SYSTEM: _realLoopTime was 13.1719"
    =======================================================
    -------------------------------------------------------
    Exception code: C0000005 ACCESS_VIOLATION at 020F6A9C
    graphics: No
    resolution: 160x120x32
    Addons:
    A3_Map_Altis_Scenes in a3\map_altis_scenes_f\
    A3_Weapons_F_DummyWeapons in a3\weapons_f\dummyweapons\
    A3_Data_F_Curator_Intel in a3\data_f_curator\intel\
    ...
    ...
    A3_Data_F in a3\data_f\
    A3_Air_F_Heli_Heli_Light_02 in a3\air_f_heli\heli_light_02\
    A3_Modules_F_Bootcamp in a3\modules_f_bootcamp\
    A3_Soft_F_Heli_Crusher_UGV in a3\soft_f_heli\ugv_01\
    A3_Weapons_F_gamma in a3\weapons_f_gamma\
    A3_Air_F_Heli_Heli_Light_03 in a3\air_f_heli\heli_light_03\
    A3_Soft_F_Heli_MRAP_01 in a3\soft_f_heli\mrap_01\
    A3_Modules_F_GroupModifiers in a3\modules_f\groupmodifiers\
    A3_Weapons_F_Acc in a3\weapons_f\acc\, A3_Modules_F_UAV in a3\modules_f\uav\
    A3_Plants_F_Bush in a3\plants_f\bush\
    Mods: dlcbundle
    Extensions:
    extDB2 (.\extDB2.dll) [] []
    Distribution: 0
    Version 1.44.130654
    Fault time: 2015/05/06 01:47:15
    Fault address: 020F6A9C 01:00DE5A9C C:\TCAFiles\Users\***\***\arma3server.exe
    file: A51Wasteland_v1.6 (__cur_mp)
    world: Stratis
    Prev. code bytes: 8B 44 8E F4 89 44 8F F4 8B 44 8E F8 89 44 8F F8
    Fault code bytes: 8B 44 8E FC 89 44 8F FC 8D 04 8D 00 00 00 00 03

    Registers:
    EAX:00000004 EBX:00000000
    ECX:00000001 EDX:00000000
    ESI:00000000 EDI:009EB638
    CS:EIP:0023:020F6A9C
    SS:ESP:002B:009EB5E8 EBP:00000001
    DS:002B ES:002B FS:0053 GS:002B
    Flags:00010297
    =======================================================
    note: Minidump has been generated into the file arma3\arma3server_2015-05-05_21-43-35.mdmp

    Full rtp + bidmp / mdmp https://app.box.com/s/ce0hzjs5hfj4wru5mafcyjf2agmmbsqy

    The problem is always the same Fault Adress on arma3server.exe

    For example this is from a 1.42 crash

    Code:

    A3_Weapons_F_Acc in a3\weapons_f\acc\, A3_Modules_F_UAV in a3\modules_f\uav\
    A3_Plants_F_Bush in a3\plants_f\bush\
    Mods: dlcbundle
    Extensions:
    extDB2 (.\extDB2.dll) [] []
    Distribution: 0
    Version 1.42.130340
    Fault time: 2015/05/04 07:19:20
    Fault address: 00516146 01:00145146 C:\TCAFiles\Users\RuiP\9313\arma3server.exe
    file: A51Wasteland_v1.6 (__cur_mp)
    world: Stratis
    Prev. code bytes: C2 04 00 CC CC CC CC CC CC CC 8B 54 24 04 8B 02
    Fault code bytes: 89 01 8B 42 04 89 41 04 8B 42 08 89 41 08 8B 42

    Registers:
    EAX:3F647D6C EBX:00000000
    ECX:00000008 EDX:01FDD1C4
    ESI:01FDD1AC EDI:0098C65B
    CS:EIP:0023:00516146
    SS:ESP:002B:01FDD134 EBP:57EDD600
    DS:002B ES:002B FS:0053 GS:002B
    Flags:00010202
    =======================================================
    note: Minidump has been generated into the file arma3\arma3server_2015-05-04_03-00-08.mdmp

    Cant figure whats triggering this, if its my problem or the server rental problem, server is fully re installed everything fresh.




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


    Because I got tired of the AI moving at a snail's pace simply because they noticed an enemy vehicle that's now a mile a way and no threat at all, I decided to write a function to erase a group's memory of enemy contacts (allowing "COMBAT" behavior to be disabled immediately). This is really a workaround as what it actually does is move all units of a group into a newly created (and enemy contact-free) group, but all of the information (including all waypoints) from the previous group is carried over, so everything set up for the original group in the editor should be in tact.

    Copy the code below into a file in your mission folder, save it to a variable on mission startup, and follow the instructions in the comments to use.

    This function has not been tested extensively, but it seems to work just fine in all of the trials I've run it through so far. Let me know if you find any bugs.

    forget.sqf:
    PHP Code:

    /*
    ---------- dux_fnc_forget by Dux ----------
    This function can be used to clear an AI group's memory of enemy contacts, allowing you to immediately reset them to an "AWARE" or "SAFE" state.
    The function takes advantage of the fact that known enemies are tied to groups and not to units by moving all group members into a newly created group that starts with no known enemies.
    All of the group's waypoints (including all waypoint statements and synchronization states made in the editor) are carried over along with the group's variable name and group ID; the player should not be able to notice that anything has changed other than the group's behaviour.
    Note that immediate proximity to enemies will result in the AI quickly re-establishing known enemies, so the function is best used outside of real active combat.

    Usage:
    Save this function to a variable via:
    dux_fnc_forget = compile preprocessFileLineNumbers "forget.sqf";

    This function should be spawned. The only argument required is the variable name of the group to forget enemies, sent as a string (NOT the group variable itself).

    Example call:
    "myGroup" spawn dux_fnc_forget;

    Change log:
    v. 1.0, released 5/5/2015
    - initial release

    This code may be used, shared and modified freely. Please retain use of "dux" variable tag and include original author name when sharing.
    */

    #define SETWP(ARG) (_wp_##ARG select _i)

    if (typeName _this != "STRING") exitWith {systemChat "dux_fnc_forget requires the group's variable NAME sent as a string (e.g., ""myGroup""), NOT the actual group variable!"};

    _varName = _this;
    _group = call compile _this;
    _groupID = groupID _group;
    _leader = leader _group;
    _side = side _leader;
    _units = units _group;
    _waypoints = waypoints _group;

    // store waypoint info
    _wp_positions = [];
    {
    _wp_positions pushBack (waypointPosition _x)} forEach _waypoints;

    _wp_types = [];
    {
    _wp_types pushBack (waypointType _x)} forEach _waypoints;

    _wp_behaviours = [];
    {
    _wp_behaviours pushBack (waypointBehaviour _x)} forEach _waypoints;

    _wp_combatModes = [];
    {
    _wp_combatModes pushBack (waypointCombatMode _x)} forEach _waypoints;

    _wp_formations = [];
    {
    _wp_formations pushBack (waypointFormation _x)} forEach _waypoints;

    _wp_speeds = [];
    {
    _wp_speeds pushBack (waypointSpeed _x)} forEach _waypoints;

    _wp_statements = [];
    {
    _wp_statements pushBack (waypointStatements _x)} forEach _waypoints;

    _wp_timeouts = [];
    {
    _wp_timeouts pushBack (waypointTimeout _x)} forEach _waypoints;

    _wp_syncs = [];
    {
    _wp_syncs pushBack (synchronizedWaypoints _x)} forEach _waypoints;

    _wp_triggers = [];
    {
    _wp_triggers pushBack (synchronizedTriggers _x)} forEach _waypoints;

    _wp_current = (currentWaypoint _group) + 1; // +1 here is to account for the extra waypoint that createGroup adds at [0,0,0]

    // everyone leaves and joins new group
    _units joinSilent (createGroup _side);

    // reset group var name
    call compile format ["%1 = group %2",_varName,_leader];
    _group = call compile _varName;

    // reset leader, group ID
    _group selectLeader _leader;
    _group setGroupID [_groupID];

    // reset waypoints
    for "_i" from 0 to ((count _waypoints) - 1) do
    {
    _wp = _group addWaypoint [SETWP(positions),0];
    _wp setWaypointType SETWP(types);
    _wp setWaypointBehaviour SETWP(behaviours);
    _wp setWaypointCombatMode SETWP(combatModes);
    _wp setWaypointFormation SETWP(formations);
    _wp setWaypointSpeed SETWP(speeds);
    _wp setWaypointStatements SETWP(statements);
    _wp setWaypointTimeout SETWP(timeouts);
    _wp synchronizeWaypoint SETWP(syncs);
    {
    _x synchronizeTrigger (synchronizedWaypoints _x + [_wp])} forEach SETWP(triggers);
    };

    _group setCurrentWaypoint [_group,_wp_current];





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




    Epoch Mod vom Epoch Mod Team (v0.3.0.3)


    vbawol veröffentlichte sein Epoch Mod Addon in den Bi-Foren. Ein Überlebenskampf Mod im Jahr 2035. Nach dem Massensterben von Milliarden von Menschen musst du überleben, aufbauen, erkunden etc.

    Zitat

    Epoch Mod for Arma 3

    Open world survival mod set in the year 2035, Just two years after the mass extinction of billions of people. Those that remain are left with remnants of a once technological society. Try to survive, build, or explore your way through the harsh dynamic environment.

    Features:

    Players
    - Male and Female players.
    - Custom: Hats, unisex vests, and Uniforms for females.
    - Persistence: Location, Appearance, Inventory, Health, Custom Stats.

    Weapons:
    - Custom weapons; Rollins Rifle, 1911, Ruger, Multi Gun.
    ​​- Melee weapons: Hatchet, Sledge Hammer, Chainsaw

    Vehicles:
    - Persistent tracking of vehicles position, color, direction, and inventory.
    - Custom E-Bike and JetSki.

    Base Building:
    - Re-envisioned for Arma 3 PhysX. Persists exact position, direction, and angle.
    - Persistent secure and insecure storage devices.
    - Upgradeable locking doors.

    Economy:
    - Barter based economy backed by a single crypto currency ¤ called "Krypto".

    Environment:
    - Random encounters with several different types of antagonists.
    - Interactive Player to Player trading menu.
    - Persistent NPC Traders with randomly chosen home and a work locations.
    - Trader cities with some extra protection.
    - Weather extremes:
    ​- Air and Water temperatures
    - Earthquakes
    - Explore & Loot:
    - Wrecked ships
    - Abandoned vehicles and buildings

    * Many more features are planned, features may change at any time.

    Developers
    Aaron Clark - [VB]AWOL - Game Design, Code
    Kenneth Bente - Axle - Public Relations
    Paul Tomany - Sequisha - Models, Textures
    Darren Harrison - Kiory - Models, Textures
    Damian Clark - [VB]GREEN - Graphics
    Niklas Wagner - Skaronator - Code
    Andrew Gregory - Axeman - AI Code
    Florian Kinder - Fank - DLL Code





    Download:
    Epoch Mod



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2598
  • Bohemia Interactive Forums wrote:


    I' trying to make a simulation of some standard Army marksmanship tests for the player to work though. Problem I have is that most of them use less than full clips, 5-10 rounds a time in the magazine for most.

    I can't work out how to set a weapon magazines to less than full, half full would work at 15 rounds.

    Anyone know how to set a magazines to half full or other numbers?




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


    After checking out some old files I found all my previous missions I have made over the past few years / months. I rather not see them gather dust so I decided to release them to the community. Most missions are clan related and most are not your typical mission. I learned a lot of how to make scripts and missions by designing these missions so maybe they could help those who need it.

    I am releasing all the work without warranty or support. I am will happy to take reviews, criticism or questions if you have them and will try to get back to you in a timely manner.

    Some of my missions are designed from experience and real world situations. I prefer the realism open world approach than your typical run and gun approach. Some of my missions may be from current world events or designed specifically for shock and awe (Op Watergate).

    Some of these missions are incomplete, as in no forced mission ending, so if you’re up to it feel free to polish and complete said work. Just give proper credit if you do.

    I love making missions, and plan to continue making more as time allows.


    15 missions
    1 training template for dedicated server (Group Training)
    Most require separate mods, so you will need to do some downloading!

    Conflict mission pack details

    Mission: Infidel PDF Details
    https://drive.google.com/file/d/0B4F...ew?usp=sharing

    Mission: Rebellion PDF Details
    https://drive.google.com/file/d/0B4F...ew?usp=sharing

    Mission: Ukrainian Flashpoint PDF Details
    https://drive.google.com/file/d/0B4F...ew?usp=sharing

    Download Link
    (Approx 9 megs in size)
    https://mega.co.nz/#F!hRh2DACR!Xc4HW1-8PcWZ7n0gT8iROg




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




    Tigris Flak Conversion Script von flyinpenguin (v1.1)

    ***** Update *****

    flyinpenguin veröffentlichte sein Tigris Flak Conversion Script in den Bi-Foren.

    Zitat

    Tigris Flak Conversion Script by Flyinpenguin

    Features:
    - This script converts a Tigris into a flak firing demon meant to scare pilots flying over a sector.
    - This vehicle works for both AI and players. Players are restricted to same constraints as AI (IE distance and accuracy)
    - For player use, simply aim directly at whatever you want to fire flak at and fire!
    - AI will work as default and fire whenever a normal AI would fire. They can distrubute Flak over multiple targets even if they look like they are only shooting at one.
    - Flak accuracy is based upon speed of target and distance.
    - Customizable! Open flak.sqf with notepad to edit variables at the top!
    - Multiplayer Compatible!

    Changelog:
    v1.1
    - Targeting fixes
    - Fixed- AI now respect Hills and trees and will not cheat
    - Changed- Targeting is now based upon AI skill
    - Changed- Adjusted default settings for firerate



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3370
  • News-Feed wrote:




    FixedArsenal (@XLA ) - Partial Loading and more von ImperialAlex (v3.0.0)

    ***** Update *****

    ImperialAlex veröffentlichte sein FixedArsenal (@XLA ) - Partial Loading and more Addon in den Bi-Foren.Das Addon verbessert die Möglichkeit des virtuellen Arsenal. in ArmA3.

    Zitat

    This mod improves the way the virtual arsenal works when using 'whitelisting' mode. The 'white listing' feature of the (vanilla) arsenal allows scripters to determine what items are or are not available. However, the vanilla white-listing has a few issues. E.g. by default, saved outfits that contain non-whitelisted equipment cannot be loaded. This mod introduces partial loading, i.e. loading all whitelisted parts of a saved outfit. It also includes fixes and improvements related to the white-listing feature.

    Partial Loading
    Partial Loading means that outfits that contain non-whitelisted or non-existing (classname not found) items can still be loaded, but any item that is non-whitelisted/not found will be skipped.
    If the non-whitelisted item is a uniform, backpack or vest, the currently equipped uniform,backpack or vest (respectively) will be kept.
    Outfits that contain non-available (either due to classname-not-found or non-whitelisted) will be greyed out in the virtual arsenal's "load" view.

    Optional Semantics Change
    In the vanilla arsenal, any item currently equipped by the soldier is automatically available in the arsenal. (Effectively, the white-list was computed as the white list + any current equipment the soldier had). This has two effects: Firstly, it allows players to duplicate items like grenades even if they are not part of the white-list. Secondly, it makes it hard for players and mission designers to predict what items will be available when a certain player visits the arsenal. With v2 of FixedArsenal you can enable or disable this. Disabling is highly recommended since it makes the semantics of loadouts much easier to understand.

    v3.0.0 is now available:
    It introduces some major performance improvements along with
    1.) force-adding things to the arsenal. You can supply a list of classnames to the AmmoBoxInit/Open calls. Classnames on that list will be displayed even if they don't have the proper scope set. There are still some other tests the class has to pass (e.g. have a model defined).
    Let me know whether or not the current system works for your usecases. (See the header of xla_fnc_arsenal for info on what the function call should look like)

    2.) force replace! You can now supply a list of [classname,new_classname] pairs to the AmmoBoxInit/Open calls. Whenever somebody accesses the arsenal any items in their current equipment will be tested and if applicable exchanged.
    (Make sure "new_classname" is on the whitelist or they won't get to keep their new equipment for very long ). Again, see xla_fnc_arsenal (or the sample mission included in the download) for more info on how to use this.
    An example of how to set this up to force-replace unique TFAR radios with "generic" radios will be coming shortly

    Edit: The mod is now also available on the steam workshop.
    Edit2: A more refined changelog + updated documentation will come in the next few days.
    If you're using some of the more "advanced" features (manual preload calls, side/black-listing, "allowEquipped=true") please let me know if the new update has negatively affected the way you use the arsenal.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3197
  • News-Feed wrote:




    AK-74M / RPK-74 ArmA2 Port von Chairborne (v0.3)

    ***** Update *****

    Chairborne veröffentlichte sein AK-74M / RPK-74 ArmA2 Port Addon in den Bi-Foren. Das Addon enthält eine portierte AK-74M (mit und ohne GP-25 Granatwerfer) sowie eine RPK-74M aus ArmA2.

    Zitat

    This addon contains an AK-74M, with and without GP-25 grenade launcher, and an RPK-74M. This is a very rushed work to have something AK-like to go along with my russian units. You can consider it an early alpha if you wish. I plan to do some major polishing work later on and add more details to them.

    Addon is signed, inside the folder you can find the bikey too.

    Changelog:
    v0.3
    - Added Marksmen DLC ambient sounds
    - Removed placeholder icons
    - Added proper inventory icons
    - Added proper GP-25 grenades, smokes and flares
    - Fixed inventory error for weapons with attachments



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2121
  • Users Online 8

    8 Guests - Record: 3,901 Users ()

    Legend:

    •  COA
    •  Administratoren
    •  Registrierte Benutzer
  • Statistic

    10386 News in 2 Categories (31.96 News Per Day)