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  • Armaholic wrote:



    Ruthberg released an updated version of his Advanced Ballistics addon on the BI forums.

      Quote :
      This addon introduces advanced external and internal ballistics to the game. It is entirely client-side and only affects small arms fire from human players.

      Changelog:




    Quelle: armaholic.com/page.php?id=26489
  • Bohemia Interactive Forums wrote:


    Am I missing something completely obvious here or have I come across a game bug? Been trying to rewrite an out of date script which involves removing certain weapons from vehicles and have been wondering why the hellcats DAR missiles weren't playing ball with said script. Eventually after scouring the config viewer and comparing the Hellcat to the Pawnee (which, as far as I can see, use the exact same setup as far as the DAR missiles are concerned), I made a really simple mission and was still unable to remove the Hellcats DAR missiles. At first I thought it may be my arma installation as I recently discovered I had some corrupted files and did a partial re-download, however I've just had a friend try and he reported the same behaviour.

    Can someone please give it a quick look over and make sure its not something obvious that I've missed:

    https://www.sendspace.com/file/70xoz0

    repro steps:
    Open mission in editor
    Observe both placed helicopters have identical removeMagazine init lines (as they have identical missile magazines)
    Preview
    Observe Pawnee DOES NOT have DAR missiles
    Hop into the adjacent Hellcat
    Observe Hellcat DOES have DAR missiles

    For reference:

    Pawnee - "B_Heli_Light_01_armed_F"
    Weapons - ["M134_minigun","missiles_DAR"]
    Magazines- ["5000Rnd_762x51_Belt","24Rnd_missiles"]

    Hellcat - "I_Heli_light_03_F"
    Weapons - ["M134_minigun","missiles_DAR","CMFlareLauncher "]
    Magazines - ["5000Rnd_762x51_Yellow_Belt","24Rnd_missiles","168 Rnd_CMFlare_Chaff_Magazine"]

    adding/substitutiong 'this removeweapon "missiles_DAR"' to the Hellcat also makes no difference.

    Thanks




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


    Just curious about the level of support to create a "bounty" for BI to fix some of the major in-game issues (a poll to pick biggest issues?)
    (obviously some items aren't going to be fixed with the current engine, but there are some items that are fixable with enough resources behind them)

    I was just thinking about this the other day as I was contemplating dropping ~$330 on a new 4790k to get a few more FPS (currently have a 4770k).

    I almost feel like I would be open to donating to a bounty for hotfixes to be fast-tracked by BI.... Is there any kind of precedent for this, would a major studio even consider this? It would have to be a legit escrow, where payment is only delivered if that fix is actually implemented....

    I'm not sure what I would pay for truly multi-threaded AI... or moving some of the calc to the GPU.. but it would be >$20.

    Basically, it doesn't seem like some of the major in-game issues are going to be fixed w/o a dramatic change in course... money talks, anonymous forum posts do not carry the same voice unfortunately.

    Thoughts?




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


    I'm having a problem here with a mission and the AI, specially the "friendly" AI. More than once they'll disregard the fact that you're in front of them when they engage the enemy. I've tried an eventhandler script but it seems to only work on non-playable units. Haven't been able to find anything all day, so here's what I've got so far:

    PHP Code:

    EH_NoTK = {
    _source = _this select 3;
    if (
    side _source == EAST) then
    {
    _this
    }
    else
    {
    0
    };
    };

    and this is the unit's init line:

    PHP Code:

    this addEventHandler ["HandleDamage", {_this call EH_NoTK}];

    Any help would be very appreciated since most of the time in this mission you get killed by fratricide and I really suck at scripting.

    Thanks in advance.




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


    My arma 3 is suddenly crashing every time I get shot at. A single shot and/or its sound will make my game freeze and I have to force quit or sometimes hard restart. If AI doesn't shoot at me, the game runs fine and I can kill whoever, whenever. But as soon as that first shot is fired at me, freeze and crash... error saying Arma 3 stopped working... etc. It's been happening every time now for several days. I don't get it, what's wrong?

    This never used to happen before.

    Mods I'm using:

    Trixie's Sniper/Marksman Pack
    ASDG_Attachments
    Joint Rails
    AV IndUs (US Army inspired units)
    Community Base Addons
    FHQ Accessories pack
    M16A4
    TMR Modular Realism
    VQI SpectreSniper

    PC Specs:
    Win 7
    AMD FX 6350 6-core, 4.2GHz
    16384 MB RAM
    GeForce GTX 660 Ti




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




    Cyprus Push-to-Hear von ACyprus (v1.0)

    ACyprus veröffentlichte sein Cyprus Push-to-Hear Addon in den Bi-Foren. Den In-Game Sound und die Lautstärke der Musik durch eine Preset-Taste vorübergehend reduzieren.

    Zitat

    About:
    Have you ever found yourself in a chopper, jet or armoured vehicle, struggling to hear your teammates chatter because the engine's too loud? How about a crazy firefight where battle sounds are drowning out the comms? Cyprus Push-to-Hear allows you to temporarily reduce in-game sound and music volume by holding down a preset key. A toggle setting is also available, and a UI icon is displayed on the in-game HUD whenever Push-to-Hear is in effect.

    The HUD icon is positioned so as not to interfere with VTS Weapon Resting (which I use religiously), and has been tested in various interface sizes.

    The fade-out and fade-in durations of the effect are currently configurable in code, but not by the user. This is also true for the lower volume setting that sounds are suppressed to while Push-to-Hear is active. In future, I may decide to make these adjustable via userconfig or an in-game slider interface.

    This is my first attempt at creating an addon for Arma 3. I chose it as a very simple introductory project to Arma 3 scripting, yet functional for me personally. Please do post constructive feedback, helpful advice, bug reports or sensible feature requests below.

    It would be great to hear from those of you who add Cyprus Push-to-Hear to your server, mission, mod collection or repository, or simply enjoy using it.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2429
  • Bohemia Interactive Forums wrote:


    My group is preparing an addon compilation to use in our missions. Up to now we have been using Dynamic Movement to descend from places without any risk. But we are going to make it so only signed addons can be used, and Dynamic movement don't have a key, so we can't use it. Does anyone know an addon which allows you to descend from high places without risk? Or as an alternative, does anyone know how to create a key for an existing addon?




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




    Modded BIS Spotlight von ThatGuyHats (v1.0)

    ThatGuyHats veröffentlichte sein Modded BIS Spotlight Addon in den Bi-Foren. Das Addon enthält eine Portierung der Suchscheinwerfer aus ArmA2 CO.

    Zitat

    Spotlight

    Originally created within an up and coming community and not published, a member by the name of akp produced several ports of Arma 2 CO content, one of which, was this Spotlight. With his permission, I am now publishing some of these ports.

    While a spotlight may not sound as interesting as a weapon or vehicle. A Spotlight within Arma 3's new lighting engine allows for interesting situations. Spotlights illuminating the perimeter of an FOB, checkpoint, camp, anything. It adds a new level of atmosphere and even some stealth trying avoiding the beams of the light.

    The mod comes with two versions of the spotlight for each vanilla faction, "Cool" and "Warm". The spotlights can also be broken down into backpacks just like other static weapons.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2431
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