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  • Bohemia Interactive Forums - ARMA 3 - ADDONS & MODS: COMPLETE wrote:



    I'm happy to announce that we just released the first version of the FHQ Firearms and Weapons pack, or "the pack formerly known as FHQ Remington pack". Right now the pack only contains two weapons, but we'll extend this in the future to contain a number of weapon systems that are either not used by regular armed forces, or otherwise not use by those armies represented in the base Arma 3 game.
    Right now, the weapons are:



    • Remington Adaptive Combat Rifle (ACR), chambered for the 6.8 mm Remington SPC ammunition. The ACR is available in four different camo patterns (Black, Tan, Woodland and Winter).
    • Remington M2010 Enhanced Sniper Rifle, the currently fielded variant of the M24 used by the US Army. The M2010 is chambered for .300 Winchester Magnum, and comes in five camo variants (Black, Tan, Woodland, Winter, Desert worn).


    All weapons come with silencer, custom reload animations, custom magazines, and a weapons crate.

    Current version is: 1.0

    Downloads:
    FriedenHQ web site
    Steam Workshop

    Additional information and class names are contained in the documentation.
    NOTICE: In the past, I heard complaints about archives downloaded from our web site not working. I have no idea why this is the case, but can assure you that I have verified the archive after upload and confirmed it to be working. I am currently researching whether the plugin we use might have issues on certain web browsers or ISP's.

    Enjoy!




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


    Hi,

    I think I'm having a problem with HandleDamage EH in a certain way.

    I've added HandleDamage to players as well as vehicles. When a player is in a vehicle and runs into a small wall or something, the player takes enough damage to kill them. I think the vehicle damage is getting transferred to the player or something. The vehicle also often has some minor damage as well (tire blown).

    Any ideas how I can fix this?

    Mission for example of the problem: http://www.armaholic.com/page.php?id=24995




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



    I'm happy to announce that we just released the first version of the FHQ Firearms and Weapons pack, or "the pack formerly known as FHQ Remington pack". Right now the pack only contains two weapons, but we'll extend this in the future to contain a number of weapon systems that are either not used by regular armed forces, or otherwise not use by those armies represented in the base Arma 3 game.
    Right now, the weapons are:



    • Remington Adaptive Combat Rifle (ACR), chambered for the 6.8 mm Remington SPC ammunition. The ACR is available in four different camo patterns (Black, Tan, Woodland and Winter).
    • Remington M2010 Enhanced Sniper Rifle, the currently fielded variant of the M24 used by the US Army. The M2010 is chambered for .300 Winchester Magnum, and comes in five camo variants (Black, Tan, Woodland, Winter, Desert worn).


    All weapons come with silencer, custom reload animations, custom magazines, and a weapons crate.

    Current version is: 1.0

    Downloads:
    FriedenHQ web site
    Steam Workshop

    Additional information and class names are contained in the documentation.
    NOTICE: In the past, I heard complaints about archives downloaded from our web site not working. I have no idea why this is the case, but can assure you that I have verified the archive after upload and confirmed it to be working. I am currently researching whether the plugin we use might have issues on certain web browsers or ISP's.

    Enjoy!




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


    As Marksman DLC is aproaching...

    As a civilian, I have no clue how in-game optics are working. I think game needs some VR training scenario explaining how to use optics properly. For example - how to measure approximate distance to human target or how to compensate aiming with mil dots(?).

    So... Is there any information about all in-game optics?




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




    FSF SacVentral CSE Edition von stcrowe (v1.04.1026)

    DDDDDD veröffentlichte sein FSF SacVentral CSE Edition Addon in den Bi-Foren. Durch die ventrale Position des Rucksacks sind Fallschirmsprünge in einer Bauchlage möglich - als Combat Space Enhancement Edition.

    Zitat

    This is exactly the same as FSF SacVentral but interfaced with Combat Space Enhancement]CSE[/URL] .
    This is for CSE users, but please support the original mod authors

    Note:
    FSF_SacVentral_CSE is standalone. The original FSF_SacVentral is not needed.

    Info:
    Original Authors : ElDoKtor,ToF & Betep

    Sign file : Yes
    Compatibility : SP & MP

    This addon allows you to put a backpack in a ventral position using CSE action Menu.
    All backpack in the game are supported
    You can now put your backpack in a ventral position to realize a parachute jump from a HALO Helicopter or airplane. You can carry 2 backpack with this feature for best practice LOGISTICS in cooperative play .



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3107
  • News-Feed wrote:




    RHS Insurgents - ALiVE Compatibility Addon von maquez [Q-Net] (v1.1)

    maquez [Q-Net] veröffentlichte sein RHS Insurgents - ALiVE Compatibility Addon Addon in den Bi-Foren. Das Addon ermöglicht die volle Nutzung der Aufständischen Faction in ALiVE.

    Zitat

    enables the full use of the Insurgents Faction in ALiVE or in editor (groups) without this addon ALiVE will spawn only infantry and no vehicles



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3109
  • News-Feed wrote:




    Bundeswehr Dingo von Stevoo4552 (v1.1)

    Stevoo4552 veröffentlichte sein Bundeswehr Dingo Addon in den Bi-Foren. Das Addon enthält ein Reskin des ATF Dingo2A2 vom ACR_A3 Mod mit Texturen des AMT DINGO aus ArmA2 von Frankymans.

    Zitat

    Me and my people reskinned and seperated the ATF Dingo2A2 from the ACR_A3 mod using frankymans Textures from the ArmA2 AMT DINGO.

    Features:
    - Dingo2A2 with MG3 + GMG(Flecktarn)
    - Dingo2A2 with MG3 + GMG(Tropentarn)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3113
  • Bohemia Interactive Forums wrote:


    Hello,
    I want my AI artillery only fire at my command. I have a base in Camp Maxwell with Sholef and Seara artillery support in it and a mission to clear LZConnor nearby in line of sight to Camp Maxwell. Every time I want to do this mission my artillery is auto attacking every unit that gets spotted by me or by themselve. At the moment I solved that problem using
    Code:

    this setcaptive true;
    at every OPFOR soldier at LZConnor but this causes my mission is set instantly to succeeded when entering the map cause my trigger that is set to "OPFOR is present" doesn't realize the OPFOR units in this area as OPFOR anymore.
    I know I can solve this using !alive command but this would be a lot of work because i used the militarize script of the AI Spawn Script Pack to occupy LZConnor and some position nearby. I don't know the class names of the units this script randomly inserts at this positions for the !alive command at my trigger. So the easiest way to solve this problem would be to set my artillery to "only fire at command".

    This is what I've tried until now:
    Code:

    this setcombatmode
    Using this, the only way to stop the AI from auto attack is "BLUE" but this prevents the AI from fireing even when I call for artillery support.

    Code:

    this setbehaviour
    Tried everything but they are still auto attacking the enemy.

    Code:

    this setskill
    Decreased their range of sight but they are still attacking if I spot an enemy or the enemy is shooting at their direction approximately.

    Code:

    this disableAI "AUTOTARGET"; this disableAI "TARGET"; this disableAI "FSM"
    Doesn't seem to work, too.




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


    So basically, can anyone tell me what is the limit per square for ground texture types? Is it 4 in Arma3? And what defines how large is one square?

    I thought I understood this but I am havign trouble assigning my ground textures properly.

    My stats:
    Grid size: 4096 X 4096
    Cell size: 7.5m
    Terrain size: 30720m
    Sattelite map size: 30720 x 30720 px (desired)
    Res: 1m/PX (dito)
    Tile size: 2048 x 2048 (tried several other sizes)
    Desired overlap: 16 px
    Texture layer 30x30m

    My layers.cfg
    PHP Code:

    class Layers
    {
    class
    dgc_dirt
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_dirt.rvmat";
    };
    class
    dgc_dry_grass
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_dry_grass.rvmat";
    };
    class
    dgc_forest_pine
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_forest_pine.rvmat";
    };
    class
    dgc_grass_green
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_grass_green.rvmat";
    };
    class
    dgc_soil
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_soil.rvmat";
    };
    class
    dgc_concrete
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_concrete.rvmat";
    };
    class
    dgc_rock
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_rock.rvmat";
    };
    class
    dgc_seabed
    {
    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
    material = "dgc\dgc_lostcoast\data\dgc_seabed.rvmat";
    };
    };

    class
    Legend
    {
    picture="dgc\dgc_LostCoast\source\mapLegend.png";
    class
    Colors
    {
    dgc_dirt[]={{255,0,0}};
    dgc_dry_grass[]={{255,255,0}};
    dgc_forest_pine[]={{255,0,255}};
    dgc_grass_green[]={{0,255,0}};
    dgc_soil[]={{0,0,255}};
    dgc_concrete[]={{150,150,150}};
    dgc_rock[]={{0,0,0}};
    dgc_seabed[]={{20,40,20}};
    };
    };





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