• Bohemia Interactive Forums wrote:


    If you are interested in joining my project of creating an ArmA 3 life game mode from scratch then feel free to message me. I have already started the project and have created most of the core framework like inventories, paychecks, variables etc. We plan to redefine 'Altis Life' and include more features. All of the existing features shall be expanded in-depth.


    - You must be committed
    - You must not currently belong to a community
    - You must possess average knowledge of the SQF syntax
    - You must be able to take requests

    I am not expecting any replies so if I do receive any, then that will be a bonus.

    Thanks for your time,

  • Bohemia Interactive Forums wrote:

    Hello All,

    We have released our open alpha mod for Arma 3. This mod is called Resource War, well because it is a war over resources.

    This is an open sandbox environment with base building, resource gathering, and a complete crafting system.

    What makes this mod so great:
    • Base Building
    • Crafting System
    • Player Driven Economy
    • Auction House Style Traders
    • Persistent Database
    • Ability to capture resource locations
    • Hire-able NPC to guard your base
    • Designed to not over inflate economy

    What we want: We want a fun environment for teamwork and PVP. We have a few features that are being worked on for the BETA version such as a proficiency system. We are open to the communities ideas on how to improve the game and add additional content, so if you have any suggestions we want to hear from you!

    For more information about this mod or to download, head over to

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


    "Impulse" adds gunshot reverb to ArmA3. The addon is compatible with all other sound mods/weapons/maps/etc (it is completely independent [and can be used in conjunction with other weapon sound mods for more immersion]).

    Requires CBA.

    *Video contains vanilla ArmA3 weapon sounds*

    Written in 3 days.

  • News-Feed wrote:

    Medical System 2 (XMS2) von X39 (v2.0 Beta)

    ***** Update *****

    X39 veröffentlichte sein Medical System 2 (XMS2) Addon in den Bi-Foren. Das Addon enthält ein vielfältiges medizinisches System.


    "X39s Medical System 2" (XMS2) is the sequel to the successful MedicalMod: "X39s Medical System 1" (XMedSys).
    Its main focus is a more plausible medical system which is even more diverse than its predecessor!
    Just like XMedSys, XMS2 will be highly configurable and modable using various script events, however, new to XMS2, you can configure it using simple to use functions to add new items or modifications you think would fit XMS2!

    • Heart simulation
    - Pulse will vary dependent on adrenaline/fatigue and speed
    - FlatLine
    - Various disadvantages to having a high pulse
    - Pulse affects other parts of the mod (fe. High pulse + low blood pressure can knock you out)

    • Blood simulation
    - The entire body has a “Blood Value”
    - Different hitzones cause different amounts of bleeding
    - Bleeding will stop with time(depending on the strength)
    - Bleeding out will kill you
    - Blood pressure can have different effects on your body

    • Temperature simulation
    - Low body temperature will have an impact on your movement and sight
    - Low body temperatures can (and will) kill you
    - Shelter/Wind/Wetness affects your body temperature (wind will only take effect when you’re in an open area)

    • Adrenaline simulation
    - Blurry vision (radial blur) to simulate the focus effect
    - Firefights will raise adrenaline
    - Natural and nonnatural limits

    • Pain simulation
    - Different disadvantages when player is in pain
    - Different types of pain (when shot you will receive permanent bodily pain until healed)

    • Smooth transition between blackOut stages
    - Only one function to bring you to a blacked out stage
    - Transitions between different blackOut stages can only go from low to high (or to 0 which is wakeUp :F)
    - Protected blackOut screen which will prevent other UIs from appearing

    • Hearing
    - You can become deaf

    • Drugs/Items/Medical actions
    - Adrenaline
    - Morphine
    - Naloxone
    - bandage
    - heatPack
    - mediPack
    - morphine
    - naloxone
    - coldpack
    - earplugs
    - defibrillator

    • Highly customizable TriageCard

    • EasyToUse configuration using the server/client config
    - EXTREMLY flexible mod configuration settings (you can disable nearly all features + you can adjust everything to your specific needs so that at the end you get YOUR medical system)
    • BackBlast simulation
    • Ingame mod configuring using XLib

    BETA 2.0
    - variable X39_MS2_var_Blackout_allowTurningTempBlackoutToPermaByChance had no impact on blackouts
    - variable X39_MS2_var_Blackout_turnTempToPermaBlackoutChanceP
    - [DEBUG MODE ONLY]((not rly a fix actually ...)) while using XMS with AI on own computer, AI overlays got calculated too
    - X39_MS2_var_Events_EnableSetEvents was not affecting all change events

    - variable X39_MS2_var_Blackout_turnTempToPermaWakeUpAtAdrenalineP - default: 0.2
    - variable X39_MS2_var_Temperature_startRainAffectionAt - default: 0.5
    - variable X39_MS2_var_Temperature_maxReductionByOcean - default: 2.0
    - Wetness tracking (part of temperature simulation)
    - function X39_MS2_fnc_getWetness
    - function X39_MS2_fnc_setWetness
    - function X39_MS2_fnc_addWetness
    - player variable "X39_MS2_var_Temperature_wetness"
    - wetness overlay texture can now be displayed
    - variable X39_MS2_var_Temperature_wetnessModificator - default: 1.0
    - variable X39_MS2_var_Temperature_wetnessValueReductionPerTick - default: 0.01
    - variable X39_MS2_var_Temperature_wetnessMaxReductionWithoutFire - default: 0.25
    - variable X39_MS2_var_Temperature_wetnessImpactOnTemperatureChangeModificator_Negative - default: 2
    - variable X39_MS2_var_Temperature_wetnessImpactOnTemperatureChangeModificator_Positive - default: 0.5
    - variable X39_MS2_var_Temperature_wetnessReductionIncreaseByFireModificator - default: 10
    - variable X39_MS2_var_Temperature_wetnessIncreaseModificator - default: 0.2
    - variable X39_MS2_var_Temperature_oceanSetsWetnessToFull - default: true
    - variable X39_MS2_var_Temperature_fireplaceClasses - default: ["FirePlace_burning_F", "Land_Fire_burning"]
    - variable X39_MS2_var_Temperature_windStrengthImpactModificator - default: 0.125
    - variable X39_MS2_var_special_DisableTimeIntensiveCallsTick - default: false
    - variable X39_MS2_var_Temperature_aslHeightReductionStart - default: 1000
    - variable X39_MS2_var_Temperature_aslMaxReductionHit - default: 3000
    - variable X39_MS2_var_Temperature_aslImpactPerTick - default: 0.5
    - variable X39_MS2_var_Temperature_environmentTemperatureP - default: 1
    - variable X39_MS2_var_Temperature_reductionByEnvironmentOnHighBodyTemperaturePerTick - default: 0.001
    - variable X39_MS2_var_Temperature_speedIncreasePerTick - default: 0.04
    - variable X39_MS2_var_Temperature_allowUnitSpeedToAffectTemperatureIncrease - default: true
    - variable X39_MS2_var_Temperature_fireplaceIncreasePerTick - default: 1
    - variable X39_MS2_var_Temperature_reductionByBeingPronePerTick - default: 0.25
    - variable X39_MS2_var_Temperature_environmentChangePerTick_day - default: 0.01
    - variable X39_MS2_var_Temperature_environmentChangePerTick_night - default: -0.025
    - variable X39_MS2_var_Temperature_maxTempChangeByEnvironmentP_day - default: 1
    - variable X39_MS2_var_Temperature_maxTempChangeByEnvironmentP_night - default: 0.25
    - event "FlatLineChanged"
    - Implemented CPR
    - added function X39_MS2_fnc_getCprPresent
    - added function X39_MS2_fnc_setCprPresent
    - added function X39_MS2_fnc_addCprCount
    - added function X39_MS2_fnc_getCprCount
    - added function X39_MS2_fnc_setCprCount
    - added unit variable X39_MS2_var_Heart_cprPresent - default: false
    - added unit variable X39_MS2_var_Heart_cprCount - default: 0
    - added variable X39_MS2_var_InteractionMenu_Defibrillate_CprNeeded - default: true
    - added variable X39_MS2_var_InteractionMenu_Defibrillate_ChanceWithoutCprP - default: 25
    - STARTCPR medical action

    - "DoNotTriggerEvent" parameter from X39_MS2_fnc_setHearing
    - "DoNotTriggerEvent" parameter from X39_MS2_fnc_setRespiratory

    - Seperated CfgFunctions from the config.cpp file into functions.cpp
    - added more alpha to bleeding and water overlay textures
    - renamed variable X39_MS2_var_Temperature_maxReductionWhileRaining to X39_MS2_var_Temperature_maxReductionByRaining
    - renamed variable X39_MS2_var_Heart_enableHeartSimulation to X39_MS2_var_Feature_enableHeartSimulation

    Quelle: Bi-Foren

  • News-Feed wrote:

    extDB2 (arma3 extension linux/windows) von Torndeco (v43)

    ***** Update *****

    Torndeco veröffentlichte sein extDB (arma3 extension linux/windows) Tool in den Bi-Foren. Diese Ergänzung für den Arma3server (compiles Windows + Linux) enthält eine Erweiterung für eine Datenbank mit einigen Extra-Features.


    I got bored waiting on Arma 2017 / Epoch for Arma3.
    So i decided to write up an C++ Extension for Arma3server.

    - ASYNC Support
    - Unique ID for Messages
    - Multi-Part Messages
    - Rcon Support
    - Steam VAC + Friends Queries
    - MySQL + SQLite Support
    - Arma2 Legacy randomize configfile support

    - SQL_CUSTOM (Ability to define sql prepared statements in a .ini file)
    - SQL_RAW
    - MISC (has beguid, crc32, md4/5, time + time offset)
    - LOG (Ability to log info into custom log files)
    -- STEAM (Ability to Query Steam for VAC Bans / Friend Info)
    - RCon (Send Server Rcon messages + ability to whitelist them aswell)

    Version 41

    Very Important
    If you enable RemoteTCP block the port from outside access.
    I still need to code to blacklist / whitelist IPs, atm clients can brute-force guess the password fairly easy.
    Also the password is send in the clear atm...

    Changes: version 41
    - ADDED: Remote Raw TCP communicate with extDB2
    - FIXED: Missing ] from SQL_RAW when query result was empty

    Quelle: Bi-Foren

  • News-Feed wrote:

    ArmA3 Co-op Mission Making Framework von Zenophon (25.02.15 Beta)

    ***** Update *****

    Zenophon veröffentlichte sein ArmA3 Co-op Mission Making Framework in den Bi-Foren.


    The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework. The framework is created with these goals in mind:
    • Simple co-op fun for both players and mission makers
    • Bottom-up design using flexible pieces that you control
    • Truly random and dynamic missions without extra work for mission designers
    • Procedural mission design instead of manual placement using the editor
    • Eliminating large, static functions with assumptions about what you want in your mission
    • Server-oriented execution to create more efficient multiplayer missions
    • A simplification of locality and interacting with clients in multiplayer
    • A solid, powerful, and bug-free library to use as a foundation for your own code

    The framework's many functions are divided into 12 categories with a specific purpose:
    1. The Data functions are the foundation of the framework, supporting both simple and complex operations on arrays and strings.
    2. The Fire Support system is a tool for mission makers, not players, to create any imaginable artillery, mortar, or airstrike.
    3. The Loadout functions, including a full custom loadout system, provide every option you need to easily equip both players and AI.
    4. The Math functions are auxiliary functions that deal with various 2D trigonometric operations on positions and polygons.
    5. The Misc functions are just that, miscellaneous. They don't fit in anywhere else, but are still useful.
    6. The Object functions deal with objects, and provide numerous ways to check on and interact with players, AI, and static objects.
    7. The Objective system is designed to make side missions extremely simple for mission makers with just one line of code.
    8. The Orders functions provide a tested and working way to make AI do things, and some offer simple but powerful randomization.
    9. The Position system generates random positions, and filters them 10 different ways, allowing infinite possibilities in a single mission.
    10. The Spawning functions allow you to spawn any object, AI or static, that you need and offer both straightforward and randomized spawning.
    11. The Task system is a complex system are meant to separate the mission maker completely from the issues of tasks, making any task operation simple.
    12. The Trigger functions perform operations on tasks based on preset conditions and are designed to complement the Task system.

    - Fixed: Zen_GetAllInArea returned animals
    - Fixed: Zen_OrderVehicleMove did not search for road positions in a large enough radius

    - Added: Standard macro ZEN_STD_Math_VectRotateZ
    - Added: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, and Zen_OrderVehiclePatrol have a parameter to cleanup destroyed vehicles and their crew
    - Added: Zen_OrderInfantryPatrol parameter to join weak groups to nearby ones
    - Added: Zen_OrderVehicleDrop and Zen_OrderVehicleMove have a parameter to cleanup the vehicle if it is destroyed enroute

    - Improved: ZEN_STD_Math_TransformATL renamed ZEN_STD_Math_VectTransformATL
    - Improved: Zen_ArrayRemoveValue optimized
    - Improved: Zen_FindRayIntersection optimized
    - Improved: Zen_IsWaterArea significantly optimized

    - Documentation: Fixed JIP demonstration had two small code errors
    - Documentation: Added for ZEN_STD_Math_VectRotateZ
    - Documentation: Updated for Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderInfantryPatrol, Zen_OrderVehicleDrop, Zen_OrderVehicleMove, Zen_OrderVehiclePatrol, ZEN_STD_Math_VectTransformATL
    - Documentation: Updated Zen_FindGroundPosition diagram

    Quelle: Bi-Foren

  • Bohemia Interactive Forums wrote:

    Ok, so I've finally got around to actually trying to finish my first retexture mod (baby steps!) so I've had a go at making a realistic-looking UK set based on various issue and privately bought uniforms that would feasibly be used by UK special forces and SFSG.

    Here's my progress so far- a mixture of independent and BLUFOR retextures for Uniforms, Boonie hat and Light/Heavy helmet representing a 'mix-and-match' style including DPM, Desert DPM, MTP, 'Desert Night', Crye Multicam (plus Arid, Night and Woodland variants) A-TACS (AU, FG and LE), and plain Tan, Black and Olive Green. I've tried to stick to what would actually be found IRL, meaning no DPM on the BLUFOR uniforms or anything else that wouldn't have been made.

    Anyway, here's some shots of the progress I've made so far, let me know what you think! (248 kB) (180 kB) (162 kB) (160 kB) (285 kB) (188 kB) (275 kB) (157 kB) (171 kB) (263 kB) (202 kB) (180 kB) (204 kB)

  • Bohemia Interactive Forums wrote:

    Hello there,

    Some of you know me and the team by AISS and SAMO. I've put AISS and another AI enhancement mod on hold. I've figured out how to do textures. Somewhat. lol

    This will be a new unit when released.
    Rainbow Infantry Division. Its based off The unit My Grandfather fought with during WWII and Korea. No this I not a WWII mod. Maybe down the road. ;)

    At present We've Finished

    12 new units:
    Light MG
    Heavy MG
    Command NCO
    MG ammo
    ammo bearer
    Most of which have there on danger FSM. This may change on release do to other mods I am currently working on.
    Several modified weapons and ammo some from a3 some from RHS So this will require RHS unless something changes between now and release.

    8 new groups:
    Ranger Team
    MG Team
    Sharps light team
    Sharps Heavy Team
    Light Squad
    Heavy Squad
    Ranger infantry platoon consisting of 41 units.

    He is a screen shot of the Sniper in Rainbow uniform and its patch. Created by me thanks to a few tutorials I seen. ;) (522 kB)

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