• Bohemia Interactive Forums wrote:


    I am having trouble getting a custom patch to work. I'm not sure where I've gone wrong.


    class CfgPatches
    class 8th_Tactical_Group_Patch
    "8th Tactical Group"

    class CfgUnitInsignia
    class 8th_Patch
    displayName = "8th Tactical Group"; // Name displayed in Arsenal
    author = "8th Tactical Group"; // Author displayed in Arsenal
    texture = "8thPatch\Data\8th_Patch.paa"; // Image path
    textureVehicle = ""; // Does nothing currently, reserved for future use

    class cfgMods

    When I get in game it shows up in the virtual arsenal but has an error message: "Picture 8thpatch\data\8th_patch.paa not found".

    The picture, 8th_patch.paa is located in my folder: 8thPatch > Data > 8th_Patch.paa

    All I have in the 8thPatch folder is the data folder containing the image and the Config.bin

    This is my first time ever trying to get an addon working in game and I'm completely lost as to why this is happening. Any help would be greatly appreciated.

  • Bohemia Interactive Forums wrote:

    Hi guys.
    Got an annoying problem with virtual arsenal.
    I'm using RHS mod.

    I create a soldier in virtual arsenal and here is the configuration

    comment "Exported from Arsenal by Wiki";

    comment "Remove existing items";
    removeAllWeapons this;
    removeAllItems this;
    removeAllAssignedItems this;
    removeUniform this;
    removeVest this;
    removeBackpack this;
    removeHeadgear this;
    removeGoggles this;

    comment "Add containers";
    this forceAddUniform "rhs_uniform_cu_ucp_patchless";
    for "_i" from 1 to 2 do {this addItemToUniform "FirstAidKit";};
    for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_556x45_Stanag";};
    this addVest "rhsusf_iotv_ucp_Rifleman";
    for "_i" from 1 to 5 do {this addItemToVest "30Rnd_556x45_Stanag";};
    for "_i" from 1 to 5 do {this addItemToVest "rhs_mag_m67";};
    for "_i" from 1 to 3 do {this addItemToVest "rhs_mag_an_m8hc";};
    this addHeadgear "rhsusf_ach_helmet_ucp";
    this addGoggles "rhs_googles_clear";

    comment "Add weapons";
    this addWeapon "rhs_weap_m4a1_carryhandle";
    this addPrimaryWeaponItem "rhsusf_acc_anpeq15side";
    this addPrimaryWeaponItem "rhsusf_acc_ACOG_pip";
    this addWeapon "Binocular";

    comment "Add items";
    this linkItem "ItemMap";
    this linkItem "ItemCompass";
    this linkItem "ItemWatch";
    this linkItem "ItemRadio";
    this linkItem "ItemGPS";
    this linkItem "rhsusf_ANPVS_14";

    comment "Set identity";
    this setFace "WhiteHead_05";
    this setSpeaker "Male03ENG";

    So, he should have 3 magazines in the uniform and 2 medikits.
    When I run "preview" in VA, it does work.
    But when I copy it in the editor, one mag disappears from the uniform.

    it seems that addWeapon exported from Arsenal doesn't supply the weapon with a magazine on its own, so it takes 1 mag from the uniform to supply the weapon.

    So, my question is: how to begin with 1 mag in the weapon and 3 in the uniform?


  • Bohemia Interactive Forums wrote:

    Today we are excited to announce ACE3, a proud merger between the ACE2, AGM and CSE teams. Through a collaborative effort over the last few months we have merged these groups into one solid development team devoted to creating the most comprehensive and realistic gameplay experience for Arma 3. Taking the strong points from each of the previous modifications our goal is to deliver a modular, open system designed to support unified development in the Arma community. We are devoted to NOT reinventing the wheel, finding the best solutions, and bringing them to one place, while also fostering a development environment that promotes stability and performance.

    This mod is entirely open-source (we are hosted on GitHub and we will be providing the link soon), and everyone is free to propose changes or maintain their own, customized version as long as they make their changes open to the public in accordance with the GNU General Public License.

    ACE3 is built modularly, thus a team can maintain its own tailored version, excluding a select number of components that they don't like, or which conflict with other addons. Larger components themselves, like the medical system and other core features also include various customization options, allowing mission designers and communities to tweak the overall experience.

    Going Forward - ACE3 is currently under heavy development, and is close to reaching its initial release goals. We are currently planning on releasing these offerings to the public after the Marksman DLC becomes final, meaning a rough estimate can be made for our release sometime this month. We have already begun developing against the new expansion, and expect to be able to keep this timeline. Source code and Git access for preview and collaboration will be available prior to the public release.

    Further information, teasers, trailers, details and bananas will be released in the days and weeks to come! Never fear - ACE3 will be in your hands soon.

    The ACE Team

    Core Features
    • Completely new 3D Interaction/Action System
    • Performance and reliability framework
    • Focus on modularity and customization
    • New flexible client and server settings & configuration
    • Improved medical system with various levels (Basic/Advanced) focus on gameplay/realism
    • Proper & consistent network synced weather
    • Wind and Weather Advanced Ballistics
    • Captivity System
    • Explosives System including different trigger types
    • Map screen improvements, marker placement and map tools
    • Advanced missile guidance and laser designation

    Additional Features
    • Carrying and dragging
    • Realistic names for vehicles and weapons
    • Realistic ballistics/FCS calculated in C/C++ extensions
    • Backblast and overpressure simulation
    • A fire control system for armored vehicles and helicopters
    • Disposable launchers
    • Realistic G-forces
    • Vehicle Locking
    • Realistic Night and Thermal vision modes
    • Magazine repacking
    • Realistic weapon heating
    • Combat deafness simulation
    • Improved Ragdoll Physics
    • Improved interactions for AARs and ammo bearers
    • Adjustable sniper scopes
    • No Idle Animation with lowered weapon
    • No talking player Avatar
    • Jumping over obstacles, climbing over walls and cutting down fences
    • Vector, MicroDAGR and Kestrel devices

    ... and much more


    Follow us at

  • Bohemia Interactive Forums wrote:

    Hello all

    I'm doing a Javelin Launcher for the people I play with and as I'm focusing on utilising teamwork through having the CLU being the main apperatus and having to add the tube, I've run into a small problem when it comes to 'holstering' the CLU. Basically it will do as any other secondary weapon system and stick to my back, only the CLU will flop around and block my vision at times, while also being a huge blop on the side of my person.
    So I would like to know if it was possible to hide the CLU when it is holstered and not having it shown in the regular proxy for secondary weapon system?
    I hope I made myself clear and that someone is able in assisting me hiding the model from plain sight, right now nothing I can think of seems to be working the way I'd like it to.


  • Bohemia Interactive Forums wrote:

    We are getting the weirdest error that we absolutely can not explain. With any of the weapons we have, if it has a full auto fire mode and you try to equip it, you receive an error:

    "No entry 'bin\config.bin/CfgWeapons/TEI_GUN/FullAuto.displayName'."

    After you get this error, all full auto modes in the game seem to break. This happened randomly and out of the blue. Some one please say you know what is causing this.

    Edit: Just added a displayName parameter to the FullAuto class for a test weapon and no I get a "No entry blah/blah/blah/FullAuto.textureType"
    This can't be our fault can it?

    Okay so I managed to narrow it down to exactly what was causing the error (this by itself was giving me issues too) but I still don't understand what about it is causing the problem:


    class cfgWeapons
    class close;
    class short;
    class medium;
    class far;
    class player;
    class autocannon_Base_F;
    class autocannon_40mm_CTWS;
    class Mode_FullAuto;
    class TEI_Frig_PDG: autocannon_40mm_CTWS
    scope = 2;
    displayName = "M910 Point Defense Gun";
    model = "";
    minRange = 5;
    minRangeProbab = 0.7;
    midRange = 1200;
    midRangeProbab = 0.7;
    maxRange = 2500;
    maxRangeProbab = 0.1;
    reloadTime = 0.12;
    aiRateOfFire = 0.6;
    aiRateOfFireDistance = 500;
    magazineReloadTime = 2;
    autoReload = 1;
    ballisticsComputer = 1;
    canLock = 2;
    autoFire = 1;
    modes[] = {"player","close","short","medium","far"};
    shotFromTurret = 1;
    showAimCursorInternal = 0;

    muzzles[] = {"HE"};
    class player: Mode_FullAuto
    sounds[] = {"StandardSound"};
    class StandardSound
    begin1[] = {"A3\Sounds_F\weapons\30mm\30mm_st_02",1.99526,1,1500};
    soundBegin[] = {"begin1",1};
    weaponSoundEffect = "DefaultRifle";
    soundContinuous = 0;
    reloadTime = 0.12;
    dispersion = 0.00035;
    class HE: autocannon_Base_F
    displayName = "50mm Point Defense Gun";
    magazines[] = {"TEI_100rd_50mm"};
    class player: player
    dispersion = 0.00055;
    class close: close
    dispersion = 0.00055;
    class short: short
    dispersion = 0.00055;
    class medium: medium
    dispersion = 0.00055;
    class far: far
    dispersion = 0.00055;

    class cfgAmmo
    class B_30mm_AP;
    class TEI_50mm_PDG_ammo: B_30mm_AP
    hit = 80;
    indirectHit = 8;
    indirectHitRange = 0.2;
    caliber = 4.2;
    visibleFire = 32;
    audibleFire = 32;
    visibleFireTime = 3;
    cost = 50;
    model = "\A3\Weapons_f\Data\bullettracer\tracer_white";
    tracerScale = 2.5;
    tracerStartTime = 0.1;
    tracerEndTime = 2;
    muzzleEffect = "";
    deflecting = 10;
    typicalSpeed = 1651;
    airlock = 1;

    class cfgMagazines
    class 250Rnd_30mm_HE_shells;
    class TEI_100rd_50mm: 250Rnd_30mm_HE_shells
    scope = 2;
    model = "";
    displayName = "100rd 50mm Shells";
    displayNameShort = "50mm";
    ammo = "TEI_50mm_PDG_ammo";
    count = 100;
    initSpeed = 1651;
    maxLeadSpeed = 300;
    nameSound = "cannon";
    tracersEvery = 1;
    weight = 126;

  • Bohemia Interactive Forums wrote:


    I cannot get ArmA to play music at all. I want to play via a mod.

    config.cpp inside the pbo has CfgMusic:


    class Extended_PostInit_EventHandlers
    class TORT_playmusic
    clientInit = "call compile preprocessFileLineNumbers '\TORT_playmusic\init.sqf'";
    disableModuload = true;

    class CfgMusic
    class test1
    name = "test1";
    sound[] = {"\TORT_playmusic\Music\test1.ogg", db+3, 1.0};

    init.sqf has:


    hint "TESTTEST";
    playMusic "test1";

    Hint appears, no music.

    Music is here, example:
    c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@tort_playMusic\Music\test1.ogg

    Ideas? Music format is alright.

    ---------- Post added at 13:36 ---------- Previous post was at 13:27 ----------

    Solved. Argh. Referenced sound file inside pbo, but they are outside. This is correct:

    sound[] = {"\@TORT_playmusic\Music\test1.ogg", db+3, 1.0};

  • Bohemia Interactive Forums wrote:


    we have released a major upgrade of our BattlEye integration in a dev branch today. This new version of BattlEye uses a windows service that is started before the game and provides additional security. The service is started and stopped automatically and it's also shared among all our games that support it (currently Arma 3, Operation Arrowhead and DayZ) so the impact on your systems should be minimal.

    If you want to use BattlEye in an Arma 3 client (there's no change for servers) you have basically three options:

    Use Arma 3 Launcher
    • Start the launcher, enable BattlEye in the options and start the game

    Let Arma 3 start BE
    • You can simply start the game and join a BE enabled server
    • Arma 3 will show a dialog requesting a game restart
    • If you will confirm it the game will be restarted with BattlEye enabled (restart is required in order to start the BattlEye service)

    Manual start of BattlEye
    • Start the game by running the BattlEye launcher directly

      arma3battleye.exe 0 1
    • stands for command line parameters that are forwarded to the game

    Please use this thread to share your feedback and report any issues you may have to our feedback tracker. Thanks!

  • Bohemia Interactive Forums wrote:

    The 3rd Battalion 8th Marines is an Australian based marine realism unit with a large US contingent as well. We have contact with several real military units through our members which include current serving, deployed and Ex-military personnel. We are currently recruiting and need new, committed members to fill up the ranks. We only accept mature members, age is no limit but generally 14+, and we are in need of people who can attend on Saturdays evenings (Generally 7pm AEST w\ DS) for Ops and can join the TS Sometime during the week. If you have connections to the military and/or are a current or Ex serving member please bring that up during recruitment. Generally we can run you through BCT the same day as you join. To apply do either:

    -Join the Ts on:
    -Email us at:
    -Go to our website at:

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