combinedarms.de

  • News-Feed wrote:




    All in Arma Terrain Pack (AiA TP/TP Lite/TDP) - A1/A2/OA Terrains from BI in A3

    ***** Update *****

    kju veröffentlichte sein All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3 Addon in den Bi-Foren. Das Modul ermöglicht alle beliebten ArmA Landschaften und Inseln (ArmA, ArmA2, Operation Arrowhead und DLC´s) von BIS in ArmA 3 zu verwenden.

    Es gibt 3 Versionen:
    • AiA TP
      - Full-Pack
    • AiA TP Lite
      - enthält niedrige Textur-Qualitäten für eine bessere Leistung sowie kleinerer Download.
    • AiA TDP
      - enthält Data Packs mit Einzel-Dowload für jedes Terrain

    Zitat

    - AiA TP (6.4 GB)
    - AiA TP lite (1.9 GB) - low quality textures for better performance, smaller download and servers
    - AiA TDP (5.0 GB) - data only pack along with single download for each terrain

    What is the 'All in Arma Terrain Pack

    It allows you to use all your beloved Arma terrains by BI in Arma 3:
    - Rahmadi
    - Sahrani
    - Southern Sahrani
    - United Sahrani
    - Porto
    - Utes
    - Chernarus
    - Desert
    - Takistan
    - Zargabad
    - Shapur
    - Proving Grounds
    - Bukovina
    - Bystrica
    - Takistan Mountains

    Feature overview:
    - All BI terrains from A1, A2, OA and its DLCs
    - Allows the use of most community made terrains from A1/A2/OA in A3
    - No waterline bug on most custom terrains (ponds are removed completely as BI has no solution)
    - Makes it possible to port and play game modes/missions from previous Arma titles in A3
    - New A3 tech lighting and street lamps
    - Adjusted object penetration and impact effects
    - Dust from infantry and vehicle movement
    - Correctly falling walls
    - More organic landscape textures for Chernarus with integration of LandTex by Picolly
    - Fully MP compatible
    - Working save games in SP
    - Works with ZEUS
    - No rpt errors and missing strings
    - Signed version
    - Lite version for improved performance and smaller download
    - Extra standalone data only version and each terrain as separate download
    - Fast and simple all-in-one download via torrent or mega/google drive or Play withSIX
    - 7z compressed for smaller and thus quicker download

    Changelog:

    2014-09-07
    - Added: Integrate SMD buildings.
    - Added: Improve cementworks buildings.
    ---- Adjusted: Penetration materials and fire geometeries on most models.
    --- Changed: Plastic lamps are now proper functioning A3 Lamps.
    --- Fixed: Windows in Ind_Vysypka are now transparent, and can be shot through.
    --- Fixed: Can no longer shoot through one of the exterior walls in Ind_Vysypka (missing fire geometery).
    - Added: Improve road signs.
    --- Updated: Road signs now use higher detailed A3 road sign models.
    --- Updated: Road signs now have higher quality textures.
    - Added: A3 style grass to Chernarus.
    - Added: Terrain selection images for remaining A1 worlds.
    - Added: Falling tree sound from OFP.
    - Added: Missing files for community made terrains.
    - Added: Definitions for A1 sounds and music.

    - Changed: Adjust brightness of general terrain and Chernarus lighting based on feedback.
    - Changed: Chernarus midDetailTexture to the default A3 one [experimental].
    - Changed: Reduce flareSizeEyeSun by 50%.
    - Changed: Update inheritance for A3 infantry classes.
    - Changed: Revert the clutter/grass distance for A1 back to their old values.
    - Changed: Disable CfgMods definitions.

    - Fixed: All ponds from A2+OA+DLCs removed (again - by mistake a few slipped back in). Might make a few more community made terrains playable without pondline bug!
    - Fixed: Unit randomly crouches.
    - Fixed: Takistan pumpjacks have no sound.
    - Fixed: [AiA TP] Empty groups are visible in the editor.
    - Fixed: United Sahrani has the wrong imagine the in terrain selection.
    - Fixed: Sara_dbe1 lighting.
    - Fixed: Updating base class spam in the top of the rpt.
    - Fixed: ACRE(1) is causing a small box in the upper left while playing.

    2014-08-24
    - Added: More organic landscape textures for Chernarus with integration of LandTex by Picolly
    - Added: Preview images in terrain selection for the remaining BI terrains thanks to EvroMalarkey

    - Changed: Reverted clutter distance back to 50 meters as default setting (BI terrains remain at 125 meters).
    - Changed: Update North Sahrani grass to the Arma 1 1.09 version.
    - Changed: Alphabetic ordering in terrain selection

    - Fixed: Missing object textures.
    - Fixed: Unit randomly crouches
    - Fixed: Faulty Buildings2 setup.
    - Fixed: Faulty CBA dependency.
    - Fixed: Reverted problematic Satellite texture tweaks.
    - Fixed: Sahrani pumpjacks don't animate.
    - Fixed: Inheritance of DC3 plane.






    Download:
    (ArmA3.de Download-Möglichkeit geplannt)

    All in Arma Terrain Pack (AiA TP) (Download-Mirror BIS-Forum)

    All in Arma Terrain Pack (AiA TP Lite) (Download-Mirror BIS-Forum)

    All in Arma Terrain Pack (AiA TP TDP ) (Download-Mirror BIS-Forum)



    Quelle: Bi-Foren




    Quelle: beta.arma3.de/include.php?path=news&contentid=2240
  • Bohemia Interactive Forums wrote:


    I use to use this type trigger in A2 and it worked fine - Not the case here in A3 -

    1. I have a trigger placed on map (and GROUPED to my unit leader).

    Trigger is 10 x 10
    Name = hvttrigger
    Type = none
    Any Group Member (repeatedly)
    Condition: this && !alive hvt;
    On Act: hint "Opfor hvt confirmed KIA"

    2. Now with my HVT target I have the following within his INIT:

    INIT: hvttrigger attachto [this,[0,0,0]];


    Now when I do kill this HVT target I immediately get the confirmation......But I don't want it to confirm he is dead unless myself (or member of my unit / any group member) is within the 10 x 10 trigger zone (to simulate a positive ID).

    What's wrong here? Worked fine in A2

    Thanks for any help!




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


    Aloha ladies and gents, I am in the final stages of finishing these Flight Deck Crew addon units and will be ready to release soon. My friend is infatuated with the Nimitz Carrier and I was inspired to make these units for her (with her help) the day I found the model (supplied by BI's Arma2 content) of the helmets these men/women wear. This is only a unit addon, but I did 2 re-textures of the UGV to make them look a little like a flight deck tractor (until another addon maker makes real tractors these will suffice i guess) which I'll include the textures to go along with the addon.......some pics,






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


    Hello, I have wanted to play arma 3 (also 2 and dayz) for more than 5 months. But I don't have a PC that can even run it on low.

    So, I plan on buying this build:
    CPU: Intel® Core™ i5-4690 3.50 GHz 6MB LGA1150 [-26]
    HDD: 1TB SATA-III 6.0Gb/s 32MB Cache 7200RPM HDD (Single Drive)
    MEMORY: 8GB (4GBx2) DDR3/1866MHz Dual Channel Memory (Corsair Vengeance)
    MOTHERBOARD: GIGABYTE GA-Z97N-WIFI Mini-ITX w/ 802.11ac WiFi + BT 4.0, Dual GbLAN, 1 PCIe x16, 4x SATA 6Gb/s (Pro OC Certified)
    VIDEO: EVGA Superclocked NVIDIA GeForce GTX 760 2GB GDDR5 w/ ACX Cooling PCIe 3.0 x16 Video Card (Single Card)


    Will this run it on high ( if possibly very high/ultra) over 40fps in the game? [(Single player) I know that the fps depends on multiplayer servers]

    And also, what servers/mods/modes would you recommend when I finally get my hands on Arma 3/2.


    Thank you
    JKS




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


    Flushing file Name\AppData\Local\Arma 3\tmp\__cur_mp.pbo not possible - still open
    ErrorMessage: Error opening bank Name\AppData\Local\Arma 3\tmp\__cur_mp.pbo

    After the above happens it CTD's with that message
    The information above is all there is to say.




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


    Hey there...
    I am verry new to Arma-Scripting at all, i googled a lot and tested a lot but i cant find the answer...

    Is there any1 able to tell me why this code shows target and killer as the same when the target is killed by KI ?



    Code:


    if (!isServer) exitwith{};

    _target addMPEventHandler ["mpkilled", {_this call f_Kill}];

    f_Kill = {
    killer = _this select 1;
    killerName = name killer;
    publicVariable "killer";
    publicVariable "killerName";
    hint format ["Target was killed by %1",killerName];
    };





    Quelle: forums.bistudio.com/showthread…thandler&goto=newpost
  • Users Online 1

    1 Guest - Record: 3,901 Users ()

    Legend:

    •  COA
    •  Administratoren
    •  Registrierte Benutzer
  • Statistic

    2092 News in 2 Categories (22.02 News Per Day)