combinedarms.de

  • News-Feed wrote:




    ALiVE - Advanced Light Infantry Virtual Environment (v0.90)

    ***** Update *****


    Wolffy.au veröffentlichte sein ALiVE - Advanced Light Infantry Virtual Environment Addon in den Bi-Foren. Das The Advanced Light Infantry Virtual Environment (ALiVE) soll ein Modulares Mission Framework enthalten, für realistische militärische Operationen in fast jedem Szenario.

    Zitat

    ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.

    Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.

    The next generation dynamic persistent campaign for ArmA3
    We are happy to release the latest and greatest version of ALiVE - 0.6.8!

    We have made significant improvements to Load and Save times and a number of bug fixes to Player Stats. Combat Support has also received a lot of love, in particular to the Close Air Support and Artillery modules! You can now run several instances of CQB and define the TAORs with different settings in a highly detailed way! We also have updated our ALiVE Plugin, so it is very important that server admins download and update the plugin!

    War Room
    Our web platform continues to improve and grow! We have over 3000 players registered and over 450 groups, with some 650,000 events captured.
    Please register with us now and start taking advantage of ALiVE Mission Persistence and WarRoom Battlefield Data.

    Join up now! http://alivemod.com/#ALiVEWarRoom

    Release Highlights
    - Complete Player and AI Persistence (for Profiles and CQB), vastly improved save & load time.
    - Updates to Combat Support.
    - Several instances of CQB are now possible
    - Important improvements in spawning of vehicles
    - Performance improvements on loading times
    - Support for current stable version of A3.
    - Major bug fixes, see all the tickets we resolved

    Changelog:
    v0.9
    [aliveserver] rebranded arma2net component as @aliveserver, removed unneeded components. scott_nz has agreed to inclusion of code and license.
    [aliveserver] updated logging folder to avoid clash with plugin checks
    [all] added field manual entries for modules with in game user elements
    [all] couple more fixed for field manual
    [all] editor module consolidation
    [all] fixed field manual entries
    [c2istar] added sabotage task
    [c2istar] changed only un-destroyed buildings are selected for sabotage task
    [c2istar] improved sabotage building task, with autodetection of enemy opcom objectives by distance/setting chosen and better selection of buildings to destroy
    [civ_population] fix for https://dev.withsix.com/issues/75143
    [clusters] chernarus summer added for aiatp
    [clusters] indexed bornholm http://forums.bistudio.com/showthrea...enmark-terrain
    [clusters] indexes for everon2014 http://www.armaholic.com/page.php?id=24569
    [clusters] re-indexed bornholm for 1.1 version
    [demo] added sabotage to demos. added ui calls and c2istar generation settings to mission
    [demo] sabotage mp demo! fixes! and persisted hideouts!
    [demo] updated sabotage mp demo with awesomeness!
    [fnc_analysis] refactored get closest land!
    [images] added manw dir in images to store submission assets. added manw alive header jpg and template.
    [init] minor fixes to init
    [main | placements] fixed: group-blacklist was not taken into account for guards leading to boats/sdvs beeing spawned around clusters
    [main] added cqb to loading screen
    [main] added staticdata for c2istar sabotage task
    [main] changed default variables of gc to strings to make existing missions not break
    [main] descoped mil_insurgency and combatsupport2 for 0.9
    [main] descoped quick start and revive for 0.9
    [main] fixed issue with saving when logging off and back in as admin did not complete save properly
    [main] static data fixes for rhs
    [main] updated alive to support arma 3 stable 1.32
    [main] updated init order
    [main] updated init process and function priority
    [manw] added special manw plugin and alive.cfg - not for general/public use
    [mil opcom | mil command | sys profile] opcom orders air vehicles to rtb land after attack mission, fixes helicopters hovering in air!
    [mil opcom] fix for recon waypoints were placed over water on some occasions
    [mil opcom] fixed hashget script error on waypointcreation.
    [mil_c2istar] added options to enable auto gen tasks on module. added autogen tasks to static data to allow possiblity to override at mission level.
    [mil_c2istar] fix for allowed item to use c2
    [mil_c2istar] possible fix for missing parent task on client task creation
    [mil_convoy] updated deprecated module
    [mil_opcom] moved showcase mission
    [missions] added mission pbo that includes all showcase and mp missions
    [missions] added mp overview pic and text for mp scenarios
    [missions] added pic to sabotage
    [missions] alive | divide & rule finalized
    [missions] alive | sabotage finalised
    [missions] config updates and removed foursome
    [missions] fixed scripting issue with quick start and updated configs
    [missions] small fix to tour
    [missions] tidy up, removed vas from divide and rule. added standardised to init.sqf's for all missions. added briefings. added new alive logo image after removal of foursome. turned off debug on all modules in all missions.
    [missions] updated descriptions for quick start mission
    [missions] updated divide and rule mission name, quick start briefing
    [missions} updated configs and missions. initial addition of divide and rule (needs updating).
    [placement] added specops to guard groups. added ambient movement for cmp
    [playeroptions] module clean up
    [readme] updated readme
    [root] cleaned up root directory. added readme.txt
    [root] moved qc notes
    [root] updated readme, added mod logo for mod.cpp
    [sup multispawn] added possibility to use every vehicle as insertion vehicle (boats, trucks, etc.)
    [sup multispawn] fixed getgear/setgear script error if no "player options"-module was placed! gear didnt persist on respawn for all new types (insertion, building, etc.)...
    [sup_combatsupport] added radio message for sad mission
    [sup_player_resupply] added module options to disable certain delivery types
    [sup_player_resupply] added option to module to restrict supply selections to player faction or player side. also added options to static data for more fine grain options for mission makers to enable or disable categories, also caters to 3rd party factions.
    [sup_player_resupply] some hacks to support rhs in resupply
    [sys logistics] fine tweaking of available weight function since some cars couldn't load a single box (as an example: an ammo box has an average weight of 500kg, but max. additional weight for a hatchback was 484kg)
    [sys playertags] fixed rpt spam
    [sys profile] fix for script error with profiled civilians
    [sys viewdistance] fixed vd wasnt initialising properly since autoinit. fixed issue with instantiating mutliple logics! ensured this is covered
    [sys_aar] minor fixes
    [sys_aar] updated sys_aar to report every minute
    [sys_data] handle null value in array
    [sys_data] stop aar collecting data on civs
    [sys_data_couchdb] catch error if records are missing from db
    [sys_markers] fixed jip issue with markers and reports
    [sys_player] fixed init, to avoid network ping pong
    [sys_playeroptions] fix module parameter issue
    [sys_playeroptions] init sys_player earlier
    [sys_profile] added extra checks for null ranks on profile export
    [sys_profile] couple of fixes to ensure release works on helicopters dlc
    [sys_profile] fix for change to driver case change in assignedvehiclerole - thanks bis!
    [sys_profile] fixed a couple of outstanding bugs
    [sys_tour] added cs tutorial, added advanced marker tutorial
    [sys_tour] added player tutorial section to the tour. more clean up. adjusted tour mission in the showcases for new options.
    [sys_tour] couple of updates and fixes
    [sys_tour] made copy adjustments per gdoc. stuck an initial tour mission in the game showcases menu
    [sys_tour] made first action selection option, join random group
    [sys_tour] made the mil logistics module part only display text.
    [sys_tour] more camera fixes, more copy added.
    [sys_tour] more tidy up and updates to the tour. couple of other bug fixes
    [sys_tour] more ui improvements
    [sys_tour] more ui improvements
    [sys_tour] moved showcase mission
    [sys_tour] some cleaning up
    [sys_tour] updated mission overview text
    [sys_tour] some bugfixes
    [ui] fixed error with ui when pressing esc in mp play and trying to configure settings
    [ui] more fixes for saving when admin locality can change (thanks bis!)
    [ui] updated alive server save/exit ui functionality to follow bis approach to executing certain admin commands.
    [various] added mil_placement_custom to waiters list in main init.
    [various] fixes
    [various] module consolidation naming and usability
    [various] private var cleaning
    [various] some sanity checks and preperations for rhs support
    [various] some spelling fixes
    [various] switched debug mode to default false on all modules
    [x_lib] couple of tweaks to allow rhs groups to work
    [x_lib] fix for b_heli_light turrets
    [x_lib] isserveradmin fix for single player
    [x_lib] removed debug output
    [x_lib] fixed c2istar error on taskcreation if player was civilian (or captive)
    [_xlib] funny workaround for admin-detection broken http://feedback.arma3.com/view.php?id=21137! remove when in stable!



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=670
  • Armaholic wrote:



    DoctorSheep released an updated version of his Action Button Mod on the BI forums.

      Quote :
      The Action Button Mod aims to move time critical actions to a simpler, quicker, and more efficient one button context sensitive interaction method.

      Changelog:
        Reworked the system that selects what object the player is wanting to interact with. This change mostly benefits doors and hatches.
        Provisions to prevent a player flying into the air if initiating a

        Read the full article on Armaholic




    Quelle: armaholic.com/page.php?id=27077
  • News-Feed wrote:




    ASCZ A2 Map Fixes von EvroMalarkey (v1.3.1)

    ***** Update *****

    EvroMalarkey veröffentlichte sein ASCZ A2 Map Fixes Addon in den Bi-Foren. Das Addon enthält Configs, für Satelliten-Bilder im Editor-Menü und Ladebildschirm für bestimmte ArmA2 Landschften oder Inseln.

    Zitat

    Description:
    These custom configs will add satellite photo in the editor menu and loading screens for each map. Further more there are configs for A3 Menu Intros and Grass for each map. If you want to use any of these configs with any of supported map, you will need to have AIA TP or AIA.

    CHANGELOG:
    v1.3.1
    - fixed random roads in Caribou config
    - 1 config removed due request by CWR team - CWR2 Islands - Everon, Malden, Kolgujev, Nogova
    - 1 new config added - Everon, Malden, Kolgujev, Nogova



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2175
  • News-Feed wrote:




    Action Button Mod von DoctorSheep (v0.2)

    DoctorSheep veröffentlichte sein Action Button Mod Addon in den Bi-Foren. Das Addon enthält einen Aktionstasten Mod, und soll Aktionen (Einsteigen usw.) zu einfachen.

    Zitat

    The Action Button Mod aims to move time critical actions to a simpler, quicker, and more efficient one button context sensitive interaction method.

    Why?
    It's simple, we kill the action menu. Or, at least offload time critical actions to a system that is easy to use under duress.

    Who?
    This is my first go at writing anything for the Arma series, let alone releasing a fully fledged addon. Please be patient as I figure out what I'm doing.

    Features:
    - Get in specific vehicle seats (Armored vehicles follow this method of seating)
    - Drag things (Boxes, CSW, objects and gear on the ground)
    - Open backpacks/gear of dead soldiers/gear boxes/doors
    - Incremental opening of doors/hatches
    - Mount/dismount ladders
    - Light/extinguish fires
    - CBA keybinding menu integration
    - Options menu via CBA Fleximenu
    - Compatibility with Arma 2 assets

    Changelog:
    v0.2
    - Reworked the system that selects what object the player is wanting to interact with. (My oldest piece of code) This change mostly benefits doors and hatches. Previously, you would have to be looking directly at part of a building to interact with one of its doors. Now, a new system is used to check for objects within 5m that the player is aiming at. If that fails, a circle search expanding from the player will be used to look for nearby objects. In practice this means you wont have to be looking directly at what you want to interact with!
    - Provisions to prevent a player flying into the air if initiating a drag while on top of an object (Thanks to Elvis_FIN for reporting)(Source Engine? In my Arma?)(Side effect: Player will not be able to go if his people need him.)
    - Fixed a design flaw that would allow a player to incrementally open a door while out of range (Thanks to GiPPO for reporting)
    - Fixed a design flaw that would allow a player to open and close a door from another floor (Thanks to St. Jimmy for reporting)
    - Decreased the distance a player can open a door from 4m to 2m
    - Improved code that handles when the player/objects are over water
    - First implementation of disabling specific features of ABM (To Do: forced server settings)
    - Fix for script error when exiting a vehicle
    - Reworked the system that selects what object the player is wanting to interact with. (My oldest piece of code) This change mostly benefits doors and hatches. Previously, you would have to be looking directly at part of a building to interact with one of its doors. Now, a new system is used to check for objects within 5m that the player is aiming at. If that fails, a circle search expanding from the player will be used to look for nearby objects. In practice this means you wont have to be looking directly at what you want to interact with!
    - Provisions to prevent a player flying into the air if initiating a drag while on top of an object (Thanks to Elvis_FIN for reporting)(Source Engine? In my Arma?)(Side effect: Player will not be able to go if his people need him.)
    - Fixed a design flaw that would allow a player to incrementally open a door while out of range (Thanks to GiPPO for reporting)
    - Fixed a design flaw that would allow a player to open and close a door from another floor (Thanks to St. Jimmy for reporting)
    - Decreased the distance a player can open a door from 4m to 2m
    - Improved code that handles when the player/objects are over water
    - First implementation of disabling specific features of ABM (To Do: forced server settings)
    - Fix for script error when exiting a vehicle



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2506
  • News-Feed wrote:




    Combat Space Enhancement von Glowbal (v0.9.0 Alpha)

    ***** Update *****


    Glowbal veröffentlichte sein Combat Space Enhancement Addon in den Bi-Foren.

    Combat Space Enhancement, auch kurz CSE, ist eine Modifikation für Arma 3 mit dem Ziel neue Features und Content in das Spiel zu integrieren und damit dem MILSIM und der allgemeinen Simulation in Arma 3 neue Möglichkeiten zu geben. CSE umfasst verschiedene Addons die schon zu Arma 2/ OA, released wurden oder an denen derzeit noch gearbeitet wird. Natürlich werden auch neue, Arma3 spezifische Addons mit CSE eingeführt. (Zitat Donny, ArmA2base.de)

    Zitat

    Combat Space Enhancement, auch kurz CSE, ist eine Modifikation für Arma 3 mit dem Ziel neue Features und Content in das Spiel zu integrieren und damit dem MILSIM und der allgemeinen Simulation in Arma 3 neue Möglichkeiten zu geben

    CSE umfasst verschiedene Addons die schon zu Arma 2/ OA, released wurden oder an denen derzeit noch gearbeitet wird. Natürlich werden auch neue, Arma3 spezifische Addons mit CSE eingeführt.

    Inhalt
    CSE hat eine große Liste an neuen Features und innovativen Modifikationen für Arma3.
    Einige sind schon fast fertig und müssen nur noch überprüft werden, andere sind noch nicht begonnen oder befinden sich mitten in ihrer Entwicklung.
    - User Interaction Interface
    - Combat Medical System
    - Advanced Interaction Module 2
    - Field Rations Module 2
    - Logistics & Resupply module
    - British Arms & Equipment pack (BAE)
    - UAVs
    - und mehr...

    Changelog:
    v0.9.0 Alpha
    - Added: UAV Support with CC (Includes new options for the CC module).
    - Added: Vehicle Displays for CC (Includes new options for the CC module).
    - Added: Various configuration options for Name Tags.
    - Added: Shared equipment for medical. Includes option in configuration settings.
    - Added: Medical Vehicles.
    - Added: Options for name tag module to define distance for direct and indirect tags.
    - Added: When CMS is enabled, CMS can be turned on/off for specific units (this setvariable ["cse_sys_medical_enabled", true]).
    - Fixed: Backwards compatibility for older TFAR versions.
    - Fixed: IR Strobe flashing would stay when detached.
    - Fixed: Issues with addOpenWounds function.
    - Changed: Action Menu won't open while remote controlling units.
    - Improved: Performance for cse_sys_tags and cse_sys_medical.
    - Improved: BFT Code has been updated.
    - Improved: Advanced Interaction 'ask about enemy' option now has better results.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1952
  • Bohemia Interactive Forums wrote:


    LT: Living Through is a TOTAL MODIFICATION for military simulation game Arma 3.

    MAIN FEATURES
    - Free survival role playing game without zombies or monsters, real-time user saved profile, Both singleplay and on-line multiplayer use same saved user profile.
    - New peer to peer game networking technology (NAT traversal HOST online game)*
    - New 20x20km high precision terrain with new vegetations and some Chinese structures
    - Black market trading system.
    - New Weapons such as handmade Crossbow and ex-government forces firearms*
    - New High-quality vehicles: China-style electric tricycle,dugout canoe,clunkers*
    - New female characters with many identities, few new male head models and a new part of the animation system*
    - Powerful Arma 3 Extension functions librarys
    *Imperfect, incomplete contents in alpha version, will upgrade soon.

    PREVIEWS IMAGES



    Spoiler:










    GAME BACKGROUNDS
    The superpower's nuclear weapons, which equivalent to five billion tons of TNT,
    launched all around the world and explosion on the planet in less than a year.
    After the nuclear war, a lot of dust gathered in the lower stratosphere and rotate to go along with the Earth's rotation.
    The wolrd below 2500 meters altitude, trap in the haze of nuclear winter.
    Human beings not noly responsible for this catastrophe, but also the most direct victims.
    Only lucky, physically highly qualified, less than 100 million people survive.
    they kept escape to the survival spots around the world, Alps, Bolivia, Pamirs and Tibet...
    looking for the sun、water and food, search rare 'wonderherb' to reduce nuclear radiation and keep energetic.
    A lot of people helping each other in an attempt to ride out the storm,
    Even so, some bad bunch of people are constantly make humanity stains.
    You are the one, who are looking, searching, helping, talking, running, killing or dying... in the survival spot.

    CONTAINS FILES
    LT\AddOns - LT: Living Through main packages. KEEP THE PATH, DO NOT REMOVE, RENAME, MOVE OR REVISE!
    LT\*.dll - Game necessary files use keep game play correctly, Arma 3 Extension functions dynamic-link librarys. KEEP THE PATH, DO NOT REMOVE, RENAME, MOVE OR REVISE!
    LT\*.sys - Game necessary files use keep game play correctly, KEEP THE PATH, DO NOT REMOVE, RENAME, MOVE OR REVISE!
    LT\Keys - Server key, you can copy it to Arma 3 root path, but KEEP THE PATH, DO NOT REMOVE, RENAME, MOVE OR REVISE!
    LT\*.txt - Related documents

    LTLauncher\LTLauncher.exe - You have to execute the LTLauncher.exe to use LTLauncher's NAT traversal technology in order to peer-to-peer (P2P) communication. Otherwise you may not be able to connect to the SOLOHOST or let others to join yours.
    LTLauncher\*.dll - Related dynamic-link librarys of the Launcher, KEEP THE PATH, DO NOT REMOVE, RENAME, MOVE OR REVISE!
    LTLauncher\Config.ini - Launcher's startup parameters, You can revise the file if needed.
    LTLauncher\Resource - Launcher's Resource

    INSTALLATION INSTRUCTIONS
    Download the @CBA_A3(Community Base addons A3)
    Extract LT_alpha11_part1_tunba.7z, then you have "LT" folder,
    Extract LT_alpha11_part2_contents.7z, then you have "LT" and "LTLauncher" folders,
    Merge them as result is "LT" and "LTLauncher" folders.
    LT - 1.66GB 42Files
    LTLauncher - 3.45MB 8Files
    Move them all into the Arma 3 root folder: e.g."D:\Steam\SteamBin\SteamApps\common\Arma 3"
    Execute the "LTLauncher\LTLauncher.exe"* to play LT!
    You have to execute the LTLauncher.exe to use LTLauncher's NAT traversal technology in order to peer-to-peer (P2P) communication. Otherwise you may not be able to connect to the SOLOHOST or let others to join yours.

    TYPICAL STARTUP MODE
    LTLauncher click "SOLOHOST" >> go into game main ui >> click "SOLOHOST", Then you have started a singleplay online game.
    LTLauncher click "BULLEIN" to check the game's news and intels.
    LTLauncher click "INCURSION" >> if the icon link is green, means that you can invading other people's SOLOHOST game >> "JOIN".
    LTLauncher click "PLAY ARMA3" >> Start the Arma 3 in common mode, "Config.ini" include Arma 3 startup parameters, You can revise the file if needed.
    At least make sure that has the following parameters is include: "-mod=@CBA_A3;LT" and for ClientCmdline: "-connect=127.0.0.1 -port=2400 -mod=@CBA_A3;LT"
    More info about Arma 3 Startup Parameters

    SIMPLE CONTROL INSTRUCTIONS
    (Have to read for newbies)
    Due to the lack at Help tips of current version of game, please read the following instructions and check ingame tooltips to play the game without confused.

    Key "1" - Communicate or trading with people.
    Key "2" - Put weapons down or put them back.
    Key "3" - Wave to get the other players' attention
    Key "4" - Checks the current state of youself, as well as your humanity scores.


    • Inventory can use old items make(Virtual synthesis) new equipments,
    • Buildings around to collecting items,
    • Highland wilderness to collect wonderherbs,
    • Different levels of wonderherbs efficacy are not the same, them can reduce radiation, cure diseases, and even has the body stimulation like stimulants, they are usually very valuable.
    • If you are thirsty, you can go to the River to collect water. Temporarily will quench your thirst and reduce pain, but this way in the long term is harmful to your health.
    • Don't to spill any more blood, unless you believe he was a murderous villain, Otherwise you will be hard to survive.

    To be continue...

    KNOWN ISSUES
    When you start a new game and always in black screen, just reswan youself to fix.
    When you start a solohost and can't find any people after 8-10 mins, just restart the host to fix.

    DOWNLOAD LINKS
    LT_alpha11_part1_tunba.7z 1105MB http://pan.baidu.com/s/1jGKczNS
    LT_alpha11_part2_contents.7z 270MB http://pan.baidu.com/s/1qWuhOcc


    Sorry for provide the slow links. Unable to access Dropbox or other mainstream online storage site normally in my area
    if anyone can provide mirrors or merge the 7z files into one, It would be very grateful.

    ================================================== ========

    After more than 50 days hard work regardless of day and night, after paid a great effort,

    New Terrain \ New Structures \ New Plants \ New Rocks \ New Objects \ New Vehicle \ New Weapons \ New Sounds \ New Characters(Female) \ New Animation \ New UI \ New Mission \ Massive Scripting

    New Launcher even a new P2P NAT traversal communication extension...

    But we finally released our game modification.

    LT: Living Through

    We recently often think, we are indeed overestimating our abilities, our time, these are really a tremendous amount of work.

    Spoiler:
    So tired for work 16.5 hours every day without weekend...


    Whatever the outcome, we need your support: http://makearmanotwar.com/entry/cItgpFvnS6

    Apart from the competition, if someone like it and feedback, We still will update continuously in order to obtain more achivement.

    CREDITS
    Playable Contents/Scripting - ALUN(JB_UP_DOWN)
    Programming - SEVEN
    Artist - RILL
    Terrain Editing - JIANJUN
    3D Artist/ Terrain Create/ Programming/ Project Leader - FROMZ




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


    Your Guide to Dialogs
    by
    austinXmedic

    This guide is meant to help you learn how to create a basic dialog that will accept user input and display it on the screen.
    This one isn't too complex, I wrote it up in about an hour, all it covers is one basic dialog.

    It consists of a frame, a button, and a edit box. It also contains a download link to a hpp file that you will need for the dialog to function

    I didn't really take the time to beautify the dialog either, so it looks hideous, I could care less really about how nice it looks for the purposes of demonstration.

    I might add a second section for something a bit more complex than this and cover other resources such as the list box in the future.

    NOTE: There is a few pictures missing from the PDF, though no biggie, you can still get a working dialog without them.

    Mirrors:

    Dropbox




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


    Hello folks,

    every time when I´ve host a multiplayergame and join the game, the loading screen of the mission periodically pops up every few seconds. It isn´t relevant if it is a vanilla-mission or a mission from steam-workshop. The problem exists with or without loading mods. The wonder is, that players who join my game don´t seen this popping mapscreen. And when I join a game or play singleplayer, the "pop-up-loading screen" doesn´t show himself.
    I tried to repair Arma 3 from steam a few times, but the two times that steam find an error, it doesn´t solve my problem.

    Has anyone here an idea for a solution without to install Arma new.

    Thanks,

    Waidmann




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


    Hello,

    i am a littlebit frustrated. My proxymodels are not shown in the game.
    To test the proxys, i have made a LOD (1.000). In this lod, i created a quader as a floor. On this floor i have put a proxymodel (\Ca\Structures\Furniture\generalstore\shelf).
    Saved and binarized.

    If i run the game, the proxy is not shown. If i load the model into the buldozer, the proxymodel is shown.

    whats the problem? I have used the forumsearch, but no solution found or i have, english is not my nativ, not understand some text.

    regards




    Quelle: forums.bistudio.com/showthread…n-ingame&goto=newpost
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