combinedarms.de

  • Bohemia Interactive Forums wrote:


    yeah, it seems to work when it wants to. :mad:

    I have a sat image of 25025x15025 and a heightmap the same size.

    gridsize: 4096

    cell size: id like this as small as poss [6.1 gives me the terrain size]

    now no matter what combo of mask and texture layer size I use its either 'bad texel' or 'sat image doesn't exist'!!

    ive recently re-installed tools and used mikeros arma3p so everything is setup right. [ I was getting image to paa errors before, invalid args.

    this project worked before [generated layers] sat and height are both .tiff images.

    im nearly at the point of punching fuck out of the monitor with these errors :936:

    any suggestions pleeeeeze!




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



    Established September 2014, 7th Guards Airborne Division focuses on milsim in a fun albeit realistic manner. Our unit attempts to emulate the types of operations that Russian paratroopers participate in in the real world. Founded by members with over fifteen years of combined ArmA milsim experience, we have the knowledge necessary to foster an entertaining and enjoyable milsim environment. Checking ego and pride at the door we strive to create a tight-knit group of players looking to better themselves and the community they play with.

    Organization:
    7th Guards Airborne Division is structured in a way the emulates the organization of Russian infantry platoons. Each platoons includes a platoon leader, an assistant platoon leader, a platoon sergeant, and two squads. Each squad is comprised of one squad leader, one assistant squad leader, and six additional infantrymen. Each soldier in the squad has training in one of three occupational specialties (Automatic Rifleman, Grenadier, and AT Specialist). The infantry platoons is also assisted by a Military Transport Aviation Squadron that provides rotary transport as well as close air support. We also anticipate opening up an armored section to support ground forces with IFV's and MBT's in the near future.

    Primary Roles:
    Desant (Dismount Rifleman) - Open
    Platoon Medic - Open
    Radio Operator - Open
    Rotary/Fixed Wing Pilot - Open

    Training:
    New recruits in the 7th Guards Airborne Division will go through a comprehensive three phase training regiment. Our training ensures that new recruits have the skills necessary to perform as valuable and effective team members within their squad. These three phases cover basic topics like squad tactics and formations, weapons familiarization, radio operation and procedures, as well as working with aviation assets to complete air assault and static-line jump operations. Additional courses are also available that include training as a Forward Air Controller or armored crewman. The multi-phase training serves as test of not only the recruit's skills but also their ability to conduct themselves maturely and responsibly within our unit.

    Operations:
    Our operations consist of realistic pre-deployment training exercises and campaign deployments to various countries performing direct action and counter-terrorism missions.

    Joining Requirements:
    Must have ArmA 3
    Must have TeamSpeak3
    Must have a working microphone and be willing to use it

    Server Details:
    We provide our own TeamSpeak and ArmA 3 server hosted on our dedicated server.

    You can find more information on our website:
    7thguardsvdv.com

    Or join us on TeamSpeak!
    69.30.241.130




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




    Virtual Special Operations Group (VSOG)
    Casual Milsim

    All information in this thread can also be found on our website.



    ABOUT US
    I'll try to keep this short and sweet:

    Short description:
    • Squad name: Virtual Special Operations Group (VSOG)
    • Timezone/location: UTC−05:00 (US EAST)
    • Gamemode preference COOP/TVT
    • Contact email: N/A
    • Website address: VSOG
    • Short description: A casual/serious military simulation community.
    • Language: ENG


    The Virtual Special Operations Group or VSOG for short is a military simulation community that caters to both casual and more serious events as a group.
    We use an assortment of mods which can be found on the mods page.

    Our group uses a basic rank system.

    Each rank has basic expectations; For example the standard enlisted rank is known as "Enlisted". These members carry the lowest amount of responsibility such as attending an occasional event. Those who wish to take on more responsibility may apply to do so.

    The group's roster can be found here.



    TEAMSPEAK 3




    MODIFICATIONS
    As said above, our group uses an assortment of mods which can be found below.
    Click an image link to see the collection.

    PUBLIC COLLECTION


    COMPLETE COLLECTION




    ENLISTMENT
    If this thread has perked your interests, please visit the enlistment page to continue.




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


    So I'm making a small script that will display icons over the heads of units you specify (by classname). Commented where I get errors.

    PHP Code:

    MISSION_ROOT = call {
    private
    "_arr";
    _arr = toArray __FILE__;
    _arr resize (count _arr - 8);
    toString _arr
    }; //Kudos to Killzone_Kid for this

    enemies = [];
    {
    enemies pushBack _x;
    }forEach (
    allMissionObjects "O_SOLDIER_F"); //comment this forEach statement out and all is right
    {
    enemies pushBack _x;
    }forEach (
    allMissionObjects "O_OFFICER_F");

    onEachFrame
    {
    {
    _iSize = (0.5) - (0.01 / (player distance _x));
    hintSilent format ["%1", player distance _x];

    _unitPos = [(getPos _x) select 0, (getPos _x) select 1, ((getPos _x) select 2) + 2];
    // if (!alive _x) then //generic error here for some reason
    // {
    drawIcon3D[MISSION_ROOT + "target.jpg", [1,1,1,0.5], _unitPos, _iSize, _iSize, 0, "Kill"];
    // };
    }forEach enemies;
    };

    Not sure why the first forEach throws an "Error Zero Divisor" error. Also not sure why my alive check throws a generic error. Any help is appreciated.

    You can download "target.jpg" here (Dropbox)




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


    So I am trying to port over Emita city which is a Arma 2 map, and I got it working and am able to spawn in and such, but there are 2 major problems I have found.

    I do not know why that one specific building type is doing that. The smaller variants of this are not higher in the sky like these. Is this something I can fix, or something I can not fix?
    http://imgur.com/a/842jj [Link to Hotel problem]

    And the other problem is that the textured map is messed up. If I zoom out about more than 25% the map lines are looking like squares and distorts the map, and unless zoomed in all the way you cant tell what your looking at. Ive ported over other maps with the same problem. Same as my other problem is this something I can fix or not?
    http://i.imgur.com/Y74nxBO.jpg?1 [Link to Map Problem]

    TY in advance




    Quelle: forums.bistudio.com/showthread…o-Arma-3&goto=newpost
  • Bohemia Interactive Forums wrote:


    I have a team that moves through a town whilst the players provide Overwatch. Sometimes however they engage in combat with AI the players have missed and it kind of screws up their behavior long term. I am more than happy for them to engage in the initial gun fight though.

    I am wondering what the most efficient method is for them to reevaluate their situation after a given amount of time and then return to their WP path through the town. Guess with the right commands I could under a trigger.

    My question is two fold;

    1. Can you reset their behavior or reevaluate after a given amount of time

    2. Is it possible to capture an event which triggers as them being under fire. That way they could make a radio call to the players that they need help and are under fire???

    Thanks




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


    Playing COOP with my buddy,and I am hosting a game (listen server) and he has no issues, but I get random loading screens, just comes up with that "map" loading screen (like for instance stratis or alits, not the "arma 3" loading screen".
    Doesnt matter what is happening , I just get a loading screen randomly for 2-3 seconds quite often, at least a few a minute, and it has no loading bar either.
    Its not my specs, this always happens when I try to play coop in dev... :(
    Happened last dev branch too




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


    I've been trying to make a custom handanim for an object I made(minesweeper) and I can't get it to work correctly, so I'm hoping someone here can help me. Basically, when I equip the object, instead of the hands/arms being placed like how I have them In the BIskeleton, the arms are rotated about 90 degrees up.

    My BIskeleton looks like this:

    But in game it looks like this: http://i3.photobucket.com/albums/y55...9-22-43-56.png (576 kB)
    http://i3.photobucket.com/albums/y55...9-23-25-58.png (391 kB)

    I followed the instructions here:http://tactical.nekromantix.com/wiki...ation-tutorial

    and read through the thread here: http://forums.bistudio.com/showthrea...and-Animations to try and solve my issue, but nothing's helping so far.

    I'm binarizing the .pbo, including a model.cfg that looks like this:

    Code:

    class CfgSkeletons
    {
    class Default
    {
    isDiscrete = 1;
    skeletonInherit = "";
    skeletonBones[] = {};
    };
    class OFP2_ManSkeleton
    {
    isDiscrete = 0;
    skeletonInherit = "";
    skeletonBones[] =
    {
    "Pelvis","",
    "Spine","Pelvis",
    "Spine1","Spine",
    "Spine2","Spine1",
    "Spine3","Spine2",
    "Camera","Pelvis",
    "weapon","Spine1",
    "launcher","Spine1",
    //Head skeleton in hierarchy
    "neck","Spine3",
    "neck1","neck",
    "head","neck1",
    //New facial features
    "Face_Hub","head",
    "Face_Jawbone","Face_Hub",
    "Face_Jowl","Face_Jawbone",
    "Face_chopRight","Face_Jawbone",
    "Face_chopLeft","Face_Jawbone",
    "Face_LipLowerMiddle","Face_Jawbone",
    "Face_LipLowerLeft","Face_Jawbone",
    "Face_LipLowerRight","Face_Jawbone",
    "Face_Chin","Face_Jawbone",
    "Face_Tongue","Face_Jawbone",
    "Face_CornerRight","Face_Hub",
    "Face_CheekSideRight","Face_CornerRight",
    "Face_CornerLeft","Face_Hub",
    "Face_CheekSideLeft","Face_CornerLeft",
    "Face_CheekFrontRight","Face_Hub",
    "Face_CheekFrontLeft","Face_Hub",
    "Face_CheekUpperRight","Face_Hub",
    "Face_CheekUpperLeft","Face_Hub",
    "Face_LipUpperMiddle","Face_Hub",
    "Face_LipUpperRight","Face_Hub",
    "Face_LipUpperLeft","Face_Hub",
    "Face_NostrilRight","Face_Hub",
    "Face_NostrilLeft","Face_Hub",
    "Face_Forehead","Face_Hub",
    "Face_BrowFrontRight","Face_Forehead",
    "Face_BrowFrontLeft","Face_Forehead",
    "Face_BrowMiddle","Face_Forehead",
    "Face_BrowSideRight","Face_Forehead",
    "Face_BrowSideLeft","Face_Forehead",
    "Face_Eyelids","Face_Hub",
    "Face_EyelidUpperRight","Face_Hub",
    "Face_EyelidUpperLeft","Face_Hub",
    "Face_EyelidLowerRight","Face_Hub",
    "Face_EyelidLowerLeft","Face_Hub",
    "EyeLeft","Face_Hub",
    "EyeRight","Face_Hub",
    //Left upper side
    "LeftShoulder","Spine3",
    "LeftArm","LeftShoulder",
    "LeftArmRoll","LeftArm",
    "LeftForeArm","LeftArmRoll",
    "LeftForeArmRoll","LeftForeArm",
    "LeftHand","LeftForeArmRoll",
    "LeftHandRing","LeftHand",
    "LeftHandRing1","LeftHandRing",
    "LeftHandRing2","LeftHandRing1",
    "LeftHandRing3","LeftHandRing2",
    "LeftHandPinky1","LeftHandRing",
    "LeftHandPinky2","LeftHandPinky1",
    "LeftHandPinky3","LeftHandPinky2",
    "LeftHandMiddle1","LeftHand",
    "LeftHandMiddle2","LeftHandMiddle1",
    "LeftHandMiddle3","LeftHandMiddle2",
    "LeftHandIndex1","LeftHand",
    "LeftHandIndex2","LeftHandIndex1",
    "LeftHandIndex3","LeftHandIndex2",
    "LeftHandThumb1","LeftHand",
    "LeftHandThumb2","LeftHandThumb1",
    "LeftHandThumb3","LeftHandThumb2",
    //Right upper side
    "RightShoulder","Spine3",
    "RightArm","RightShoulder",
    "RightArmRoll","RightArm",
    "RightForeArm","RightArmRoll",
    "RightForeArmRoll","RightForeArm",
    "RightHand","RightForeArmRoll",
    "RightHandRing","RightHand",
    "RightHandRing1","RightHandRing",
    "RightHandRing2","RightHandRing1",
    "RightHandRing3","RightHandRing2",
    "RightHandPinky1","RightHandRing",
    "RightHandPinky2","RightHandPinky1",
    "RightHandPinky3","RightHandPinky2",
    "RightHandMiddle1","RightHand",
    "RightHandMiddle2","RightHandMiddle1",
    "RightHandMiddle3","RightHandMiddle2",
    "RightHandIndex1","RightHand",
    "RightHandIndex2","RightHandIndex1",
    "RightHandIndex3","RightHandIndex2",
    "RightHandThumb1","RightHand",
    "RightHandThumb2","RightHandThumb1",
    "RightHandThumb3","RightHandThumb2",
    //Left lower side
    "LeftUpLeg","Pelvis",
    "LeftUpLegRoll","LeftUpLeg",
    "LeftLeg","LeftUpLegRoll",
    "LeftLegRoll","LeftLeg",
    "LeftFoot","LeftLegRoll",
    "LeftToeBase","LeftFoot",
    //Right lower side
    "RightUpLeg","Pelvis",
    "RightUpLegRoll","RightUpLeg",
    "RightLeg","RightUpLegRoll",
    "RightLegRoll","RightLeg",
    "RightFoot","RightLegRoll",
    "RightToeBase","RightFoot"
    };
    // location of pivot points (local axes) for hierarchical animation
    pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
    };
    };

    class CfgModels
    {
    class Default
    {
    sectionsInherit="";
    sections[] = {};
    skeletonName = "";
    };
    class ArmaMan : Default
    {
    htMin = 60; // Minimum half-cooling time (in seconds)
    htMax = 1800; // Maximum half-cooling time (in seconds)
    afMax = 30; // Maximum temperature in case the model is alive (in celsius)
    mfMax = 0; // Maximum temperature when the model is moving (in celsius)
    mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
    tBody = 37; // Metabolism temperature of the model (in celsius)

    sections[] =
    {
    "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
    "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
    };
    skeletonName = "OFP2_ManSkeleton";
    };
    class pabst_addon_minedetector : ArmaMan {};
    };

    I'm just about out of ideas... Any help would be very appreciated!




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


    This script will set the ranks of the players ingame. If you have a mysql database you can set the ranks for you clan mates automatically. This is very nice in combination with AddOns like AGM or Simple Rank Patches (http://www.armaholic.com/page.php?id=26316). I created it and tested it with Simple Rank Patches. I will test it with AGM too. You can change the ranks in your mysql table while a player is playing ingame and the rank and the insignia will change.

    Attention: The changing process can take up to 2 minutes.

    Script: Simple Mysql Rank Script
    Version: 20140922
    Clan: Sol-diers - Tactical gaming
    Website: https://www.sol-diers.com
    Hyperlink: https://sol-diers.com/?l=downloads&&load=10&&l3=2
    Author: Martyn of Sol-diers
    Mail:

    The download will contain the script and a mysql example table. It will work if you configure your Armed Assault 3 Server for use with ArmA2NET. If you have an exisiting database and know what to do just change the name of the database in the script.
    Download: https://sol-diers.com/arma3/scripts/2.zip

    For question, help, critism, etc contact me via email, website or Teamspeak 3.

    Your Martyn




    Quelle: forums.bistudio.com/showthread…k-Script&amp;goto=newpost
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