combinedarms.de

  • Bohemia Interactive Forums wrote:


    Hey guys,
    since the Arsenal is out my group uses this command line to use it ingame:
    Code:

    this addaction ["Arsenal",{["Open",true] call BIS_fnc_arsenal}];
    Now we want to use this for spawning vehicles with the garage:
    Code:

    this addaction ["Garage",{["Open",true] call BIS_fnc_garage}];
    The problem is, there seems to be a fixed spawning position for every vehicle class so its not easy to determie where a vehicle is spawned.
    Is there a way to dertermine a spawning position for these vehicles?

    Also I'd liek to limit the Arsenal to lets say, only Armor from BLUFOR.
    Is that possible?

    Many Greetings
    Moony




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


    Hi guys im new too computer gaming, i got addicted too dayz when i had a flatmate living with me i ALWAYS played on his pc, now he's moved out i bought my own 2nd hand computer and hoped it would run arma 2!

    I tryed running arma 2 but can only play for around 15-20 mins before my computer switches off randomly no warning i ran gpuz and the only thing i found in the log was my gpu temp got too 90 deg C before it shutoff and gpu load around 81% im all new too this so any advice would be great heres a list of bits that are in my computer

    The components are as follows:
    Coolermaster HAF 922 case
    i7 920 processor
    EVGA X58 SLI motherboard
    6GB Kingston gaming RAM
    Coolermaster 650W power
    EVGA GTX 470 1280MB graphics
    500GB Hard drive
    Windows 7 64 Bit Home Premium

    ---------- Post added at 11:20 ---------- Previous post was at 11:19 ----------

    He also wrote this on the ad when i bought the computer
    "This PC would be great for gaming, it will play older games exceptionally well and will handle current games, I have used it to play MOBA games and CounterStrike, as well as my library of older steam games. If you find it lacking in performance, it would be simple to replace the graphics card with a newer model if you play newer games at high settings."




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


    Hello,

    So out of curiosity I was wondering if there may be any plans or if it could be made a priority to make DLC ships for ARMA. Maybe a cruise liner, Destroyer, Frigate, and patrol boat. It would be nice if they had some functionality as well. This way you could crawl around on them and have mission objectives on them. The fishing boat in game and would be a great start since it is already an asset but we can not run around on it yet.

    I know there are some boats ported over from A2 and some people have been making but it would be nice to see a Sponsored or dev created one.

    What do you think?




    Quelle: forums.bistudio.com/showthread…hip-Pack&goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - ADDONS & MODS: COMPLETE wrote:




    Australian Defence Force Uncut

    0.5



    MEDIAFIRE IMAGE GALLERY


    DOWNLOAD NOW!
    Mediafire -
    http://www.mediafire.com/download/qc...s/@ADFUncut.7z


    Dev/feedback:
    http://www.day0.com.au/community/gro...oup/1-adfuncut
    http://www.day0.com.au/forum/trouble...08-bug-reports


    DESCRIPTION
    Australian Defense Force (ADF) Uncut is an ongoing project aimed at re-creating as authentically as possible the uniforms, vehicles and weapons pertinent to the ADF.
    We are directly supported by Day0, an Australian gaming community that provide us a home and host our official ADF Uncut Arma 3 servers.

    For extra information please consult the readme file included in the download.
    Note: CBA_A3 is required.


    The ADF Uncut Team:
    Raid - Modelling, Configs and General ADFU Development
    MrNemesis - Admin and Website
    Howells - Modelling, Textures
    L30 - Modelling
    Chain - Modelling, Configs
    TheAussieButcher - Textures, Research, Moral Support
    CatatonicChimp - Git Repository


    Past Members:
    BlazenChamber - Sound, Recruitment, Model adjustments
    P1nGa (pastor399) - Configs, Oxygen, Textures, Modelling
    Stabs - Textures
    Toonie - Models


    Special Thanks:
    C130J Hercules - USAF Team & Lala14
    CH-47F & Blackhawk HUD - geraldbolso1899
    3D Models - Zach Gibson, Jack Nelson (M4)
    FHQ - Alwarren
    R3F Armes - For Inspirations
    Slatts - For Being A Top Guy
    Robalo - For past usage of Joint Rails
    Binkowski - General Q&A
    Bohemia Interactive
    Day0 Community


    Change Log & Credits:
    Spoiler:
    v0.5
    - ADF Uncut Re-Release
    - Added CBA Keybind Support
    - Added Weaponswitch Keybind
    - Added Opticswitch Keybind
    - Added M72A6 - Uses WS Keybind
    - Added Eotech 552 - Uses OS Keybind
    - Added Blackhawk RotorLib Support
    - Added Blackhawk Sling Point
    - Added Blackhawk Cargo
    - Added Blackhawk FFV Support
    - Added Landrover 4x4 Transport
    - Added 4x ASLAV Variants
    - Added CH-47F Chinook
    - Added WeaponBoxes
    - Added Bipod function to SR-25, Maximi, Minimi & Mag58




    v0.42
    - SR-25 Black Only, Folding Bipod and Silencer
    - SR-25 Weaponcase
    - Improved Australian Multicam Pattern
    - Additional SASR AMP Uniforms
    - Additional ADF Vests
    - Some new backpacks
    - Adjusted Glass Texture for ACOGS
    - MAG58 Vehicle, Adjusted for better mounting, Removed Stock + New Rear Paddle Trigger
    - Blackhawk Changes
    - Now Has PhysX LOD
    - Australian Army Texture + Random Selections For Identification
    - Medevac Now Has 2 x MAG58 Gunners
    - Medevac Has Cargo Space for 3 Casualties and 2 Seated
    - Mag 58 Mounts Remodelled, With Ammobox and such
    - Collision Lights, Search Lights and all appropriate HitPoints
    - Hitpoints fixed for damage handling
    - ASLAV, Modified ARMA 2 LAV25. Base Model Only...No Commander Gun
    - ASLAV Pilot LOD (From The M2A2 Bradely, So not accurate to real world, but close)
    - New cfgGroups for each Camouflage Type + Armor and Mechanized
    - Zeus Compatability - All Objects, Units and Groups
    - Removed IKR_ammo Dependency
    - Removed ASDG_JR Dependency


    v0.4
    - New AMP - Australian Multicam Pattern (Replaces Existing AMP)
    - Additional AMP Units
    - Random Uniform Scripts For AMP Units (Over 20,000 Possible Combinations)
    - Updated 3D ACOG Optics - TA648 10x, TA31 4x
    - Updated 2D Optic - 1.5x Swarovski
    - Carl Gustav TMR Compatability.
    - M4A5 Carbine Textures Much Improved
    - Improved M4A5 Reload and Firing Sounds
    - Improved AUG Variant Reload Sound
    - Weapon Fire Mode Click Sound Added
    - Bohemia Interactive EBR Retextures. **(Removed Due To Licence Restriction)
    - Require lkr_ammo
    - All Weapons compatible with lkr_ammo
    - M4A5 Icons (For All Variants)
    - Uniform ICONS
    - Retexture ADF Ammobox
    - Seperate M4A5 / F88 / Support Weapons Crates
    - AMP Uniform Crate


    v0.3
    - Removed FHQ M4
    - Re-texture F88A2 + New Sounds + GL Variant
    - Added F88SA2 Variants - Models: Toonie & P1nGa, Textures: TheAussieButcher
    - Added M4A5 Variants - Models Zach Gibson & Jack Nelson, Textures: P1nGa
    - Added MAG-58 - Model 3dMolier, Textures: TheAussieButcher
    - Added F89 Minimi, F89 Para, F89 Maximi - Models: BI & P1nGa, Textures: P1nGa
    - Added USP Tactical - Model: P1nGa, Textures: P1nGa
    - Added L1A1 SLR - Model psolodov & P1nGa, Textures: P1nGa
    - Added Browning High Power II - Model: psolodov, Textures: P1nGa
    - Added F1 and F3 Grenades - Model: P1nGa, Textures: P1nGa
    - Added M3 Carl Gustav - Model: BI & P1nGa, Textures: P1nGa
    - Added ELCAN Optic - Model: Toonie & P1nGa, Textures: P1nGa
    - Added ACOG TA648 Optics - Model: Toonie, Textures: P1nGa
    - Placeholder S70A Blackhawk's - Model: BI, Textures: BI
    - Added Some New Uniform Variants
    - DPCU Uniform Upgrades
    - DPCU Now Use MICH Helmet - Textures: TheAussieButcher
    - Added new ADF Ammo-box - Model: P1nGa, Texture P1nGa
    - Added new ADF flag poles.
    - Some ADF groups config, partially working with ALIVE, look out for the civil war issues
    - All weapon configs updated to use ASDG JointRails
    - Probably lots more that i have forgotten about
    - All Custom Sounds Created By BlazenChamber


    v0.2
    - Added Steyr F88a2
    - AMPOP - Tasmanias best independent PMC
    - Uniform edits - including proper cuts and stitching.
    - Calvary/Crewman
    - Fixed Alwarrens M4 issues in Beta plus will no longer conflict with FHQ version


    v0.1
    - ADF Uncut Released
    - Merged DPCU, DPDU, AMP, AMPJW units and vehicles




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




    Australian Defence Force Uncut

    0.5



    MEDIAFIRE IMAGE GALLERY


    DOWNLOAD NOW!
    Mediafire -
    http://www.mediafire.com/download/qc...s/@ADFUncut.7z


    Dev/feedback:
    http://www.day0.com.au/community/gro...oup/1-adfuncut
    http://www.day0.com.au/forum/trouble...08-bug-reports


    DESCRIPTION
    Australian Defense Force (ADF) Uncut is an ongoing project aimed at re-creating as authentically as possible the uniforms, vehicles and weapons pertinent to the ADF.
    We are directly supported by Day0, an Australian gaming community that provide us a home and host our official ADF Uncut Arma 3 servers.

    For extra information please consult the readme file included in the download.
    Note: CBA_A3 is required.


    The ADF Uncut Team:
    Raid - Modelling, Configs and General ADFU Development
    MrNemesis - Admin and Website
    Howells - Modelling, Textures
    L30 - Modelling
    Chain - Modelling, Configs
    TheAussieButcher - Textures, Research, Moral Support
    CatatonicChimp - Git Repository


    Past Members:
    BlazenChamber - Sound, Recruitment, Model adjustments
    P1nGa (pastor399) - Configs, Oxygen, Textures, Modelling
    Stabs - Textures
    Toonie - Models


    Special Thanks:
    C130J Hercules - USAF Team & Lala14
    CH-47F & Blackhawk HUD - geraldbolso1899
    3D Models - Zach Gibson, Jack Nelson (M4)
    FHQ - Alwarren
    R3F Armes - For Inspirations
    Slatts - For Being A Top Guy
    Robalo - For past usage of Joint Rails
    Binkowski - General Q&A
    Bohemia Interactive
    Day0 Community


    Change Log & Credits:
    Spoiler:
    v0.5
    - ADF Uncut Re-Release
    - Added CBA Keybind Support
    - Added Weaponswitch Keybind
    - Added Opticswitch Keybind
    - Added M72A6 - Uses WS Keybind
    - Added Eotech 552 - Uses OS Keybind
    - Added Blackhawk RotorLib Support
    - Added Blackhawk Sling Point
    - Added Blackhawk Cargo
    - Added Blackhawk FFV Support
    - Added Landrover 4x4 Transport
    - Added 4x ASLAV Variants
    - Added CH-47F Chinook
    - Added WeaponBoxes
    - Added Bipod function to SR-25, Maximi, Minimi & Mag58




    v0.42
    - SR-25 Black Only, Folding Bipod and Silencer
    - SR-25 Weaponcase
    - Improved Australian Multicam Pattern
    - Additional SASR AMP Uniforms
    - Additional ADF Vests
    - Some new backpacks
    - Adjusted Glass Texture for ACOGS
    - MAG58 Vehicle, Adjusted for better mounting, Removed Stock + New Rear Paddle Trigger
    - Blackhawk Changes
    - Now Has PhysX LOD
    - Australian Army Texture + Random Selections For Identification
    - Medevac Now Has 2 x MAG58 Gunners
    - Medevac Has Cargo Space for 3 Casualties and 2 Seated
    - Mag 58 Mounts Remodelled, With Ammobox and such
    - Collision Lights, Search Lights and all appropriate HitPoints
    - Hitpoints fixed for damage handling
    - ASLAV, Modified ARMA 2 LAV25. Base Model Only...No Commander Gun
    - ASLAV Pilot LOD (From The M2A2 Bradely, So not accurate to real world, but close)
    - New cfgGroups for each Camouflage Type + Armor and Mechanized
    - Zeus Compatability - All Objects, Units and Groups
    - Removed IKR_ammo Dependency
    - Removed ASDG_JR Dependency


    v0.4
    - New AMP - Australian Multicam Pattern (Replaces Existing AMP)
    - Additional AMP Units
    - Random Uniform Scripts For AMP Units (Over 20,000 Possible Combinations)
    - Updated 3D ACOG Optics - TA648 10x, TA31 4x
    - Updated 2D Optic - 1.5x Swarovski
    - Carl Gustav TMR Compatability.
    - M4A5 Carbine Textures Much Improved
    - Improved M4A5 Reload and Firing Sounds
    - Improved AUG Variant Reload Sound
    - Weapon Fire Mode Click Sound Added
    - Bohemia Interactive EBR Retextures. **(Removed Due To Licence Restriction)
    - Require lkr_ammo
    - All Weapons compatible with lkr_ammo
    - M4A5 Icons (For All Variants)
    - Uniform ICONS
    - Retexture ADF Ammobox
    - Seperate M4A5 / F88 / Support Weapons Crates
    - AMP Uniform Crate


    v0.3
    - Removed FHQ M4
    - Re-texture F88A2 + New Sounds + GL Variant
    - Added F88SA2 Variants - Models: Toonie & P1nGa, Textures: TheAussieButcher
    - Added M4A5 Variants - Models Zach Gibson & Jack Nelson, Textures: P1nGa
    - Added MAG-58 - Model 3dMolier, Textures: TheAussieButcher
    - Added F89 Minimi, F89 Para, F89 Maximi - Models: BI & P1nGa, Textures: P1nGa
    - Added USP Tactical - Model: P1nGa, Textures: P1nGa
    - Added L1A1 SLR - Model psolodov & P1nGa, Textures: P1nGa
    - Added Browning High Power II - Model: psolodov, Textures: P1nGa
    - Added F1 and F3 Grenades - Model: P1nGa, Textures: P1nGa
    - Added M3 Carl Gustav - Model: BI & P1nGa, Textures: P1nGa
    - Added ELCAN Optic - Model: Toonie & P1nGa, Textures: P1nGa
    - Added ACOG TA648 Optics - Model: Toonie, Textures: P1nGa
    - Placeholder S70A Blackhawk's - Model: BI, Textures: BI
    - Added Some New Uniform Variants
    - DPCU Uniform Upgrades
    - DPCU Now Use MICH Helmet - Textures: TheAussieButcher
    - Added new ADF Ammo-box - Model: P1nGa, Texture P1nGa
    - Added new ADF flag poles.
    - Some ADF groups config, partially working with ALIVE, look out for the civil war issues
    - All weapon configs updated to use ASDG JointRails
    - Probably lots more that i have forgotten about
    - All Custom Sounds Created By BlazenChamber


    v0.2
    - Added Steyr F88a2
    - AMPOP - Tasmanias best independent PMC
    - Uniform edits - including proper cuts and stitching.
    - Calvary/Crewman
    - Fixed Alwarrens M4 issues in Beta plus will no longer conflict with FHQ version


    v0.1
    - ADF Uncut Released
    - Merged DPCU, DPDU, AMP, AMPJW units and vehicles




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


    With all the emotions going around steam monatizing mods, it got me thinking of the flip side.


    I have been trying to get modders to help me on my mod with little success for more than a year now. My mod community has been very gracious and have made some donations to me. I'd like to give back by using the money to further the mod. Specific items will be voted on (crowd funded) and then outsourced...


    So is anybody interested in helping with my mod while getting payed for their work? It seems like a win-win right?


    What do you guys think?




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


    In matters of memory (RAM) needs, it seems there are no limits.
    I am not sure if is because of the "breaking 32 bit barrier" but Arma 3 has a huge memory leak and most likely is related with this "On a 64 bit OS the data is slowly written to the page file, but it's not actually removed from memory until you run out of space. This trick allows for memory use above the 32 bit address space limit".

    Since I started to use 3 GPUs in triple crossfire, the game keeps caching memory basically until exhausting all memory available in system.
    Looking at Arma3.exe is loading around 2.5GB, sometimes reach 3GB but in total the memory loaded is around 12GB and looking at system monitor it says that I have about 10GB cached. Since the only applications that I am running are Arma 3 and Steam, there is much no doubts about this insane RAM usage is coming.

    The main issue is that after 5.5GB loaded (approximately) the game becomes unplayable with a insane struggling and stuttering.
    Also, if we set the startup parameter -maxMem= to let's say 2GB the Arma3.exe process it stays bellow 2GB RAM usage, but still the game keeps caching memory in the same way until exhausting all memory available in system.

    This was not happening when I was using a single GPU (Nvidia) it started with multiple GPUs connected.
    I suspect that the RAM usage is somehow connected with GPU memory (I have more GPU memory available than whatever game needs, including Arma 3), from what I can see the game loads tons of data (probably all what it can) into GPU memory and try to do the same with RAM in attempt to compensate all the data loaded in to GPU but since it seems there are no limits ("breaking 32 bit barrier") easily exhaust all the memory (RAM) available in the system (in Altis is a matter of seconds).

    Setting my system with triple crossfire simply prevented me from playing Arma 3 and should it have been exactly the opposite.
    I hope that some one from Development can address this issue because I would like to play Arma 3 again.




    Quelle: forums.bistudio.com/showthread…ory-leak&goto=newpost
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