#arma3_total_conversion
1 messages · Page 3 of 1
you can upload it
screenshotting text doesn't make much sense anyway
“END USER LICENCE AGREEMENT:
DISCLAIMER
You are permitted to install and use this software for personal entertainment purposes only.
You may not use this add-on (nor any of its parts) in any other add-on or mod (not even partially) nor redistribute or
mirror it without SGT Fuller's prior permission and agreement.
This add-on is released under
Creative Commons License”
Attribution-NonCommercial-NoDerivs
That says nothing about co-op or missions
“You are permitted to install and use this software for personal entertainment purposes only”
Personal
You are misreading that
thats you installing it on your computer and playing it
Each person in the co-op installs on their computer
you can play it online though for your own personal entertainment
it migth mean you cant stream with it though
Right which makes little sense no?
even if your stream was non commercial
Well streaming I get it
so theres nothing there to prevent you playing it online
But in terms of online play it can be used? Even if it were to be used within server(s)?
personal, as opposed to professional
if those servers are non commercial then yes they can use it
Professional meaning?
$$$
Ahhh okay, now I understand.
you can't use it as an institution, you can't use it for making revenue, etc
Yeah I gotcha
then install it right now! 😛
It’s already installed, just never ran it as a local file mod yet
I hate local mods anyways 😒
Lol
But then again steam upload times are garbage
One of my favourite mods tbh, but waiting for the next update before using it again
I just hope it comes to the SW soon
The mod is fine upon playing, the only real issue I’m having is the planes “catching” on the ground somehow and prevents liftoff... same with the helicopters, they kind of jump off the ground and stop the takeoff process
The new update is doing a lot of work based on Jets DLC afaik. Sgt Fuller has suggested on the forums that SW is being contemplated too
There hasn’t been an update in years as far as I can tell.
the future new update*
Any suggestions for an armoured hmmwv mod that works with ace?
CUP Vehicles?
I don't think they are up armoured
They added uparmoured ones a while ago
They are the ones that are named with their military designations, like "M1151 (M2)" rather than "HMMWV something"
CUP having problem after update
correct.
Should be fixed by now
@maiden ermine @maiden ermine
@keen robin ?
What’s the thoughts on acre2 over tfr? I know that acre seems to be getting consistent updates
Its TFAR and not TFR
, and TFAR has been getting consistent updates on the beta branch aswell @foggy kelp
Also dunno if this really fits into this channel
Didn’t know there was a beta branch
Reading the comments it seems to be very beta so very buggy
Iirc the Beta branch is more stable than the stable branch
neither of them is a total conversion. And if you mean comments on workshop. Workshop comments are generally just complaints, on any mod.
The choice between them is largely driven by your goal. TFAR is a simpiler model and usually has more reliable comms as a result whereas ACRE is trying to simulate radio and bring that complexity. The last time I tested (which admittedly was years ago) the positional speech from ACRE was better than TFAR but that might not still be the case.
We us the same 3D api's now, so it should be the same. But people still report ACRE's 3D being better
Afaik you can customize how "realistic" ACRE is, right?
yeah
ACRE's big drawback I think is the volume, it is very very quiet and you end up having to adjust the games balance to accommodate it.
I thought the volume thing was just me. Did tfr add Zeus controller voices and intercom system?
So you can’t jump in and out of ai if you started as a player?
yes you can.
I thought you mean voice coming from the zeus camera, while flying around
Oh no where you will transmit from the ai
that was always a thing though
Is that only on the beta version? Last time I played the stable version which was a few months ago it didn’t work
it should be in stable too. If you use the remote control zeus module.
Intercom system is in tfr correct? My whole reason for changing was intercom and ai voices plus custom named channels. Babel is also a nice addition
Though it seems acre has some stability issues where it won’t want to launch the mod on server
The mod is called TFAR.
Yes beta has intercom
Though it seems acre has some stability issues where it won’t want to launch the mod on server
might very well also be caused by other mods breaking it
Is there Babel on tfar
😄
I can see it now. Ok guys for this op we don’t have Babel so I hired 3 Belgians and an Afghanistan sheep herder for realism
Tfar can come with a copy of Rosetta Stone
But players can implement it themselves by just learning a new language
I should just start randomly speaking german in the middle of an Op every now and then
whats babel?
Voice encryption iirc
Acre3D positioning is still different @maiden ermine . Look at the cones
Btw TFAR has a bug in the cones, everyone is upside down.
Are the cones that much different? I just googled and found human values for them.
Or you mean the volume thing? does acre use cones at all?
It's a combination of both
@slender turtle while ACRE had support for custom propagation models for a while (one could write them in SQF with an example in the wiki) now it can be done through CBA settings. The possibility to define the propagation models using SQF still exists, but the example in the wiki is what is now called "Arcade mode" in cba settings

@plush granite Babel is a system that simulates languages. essentially you will not be able to understand players that speak a different language than you but you will still be able to hear them. This applies to both direct speech and radio communications.
This is quite useful for TvT or Roleplayed missions with zeus (need for an interpreter). In TvT means that even if you pick up an enemy radio you won't be able to understand the transmission unles you "can speak" that language. Nevertheless nothing stops you from disrupting their comms by pressing the PTT button if full-duplex radios are disabled (default setup)... 😈
That's why in acre is helpful to have a keyword in order to switch to some beforehand predetermined channels/frequencies in TvT
how does that work in TvT, how can it detect what's your language? and what does it output to simulate a different one?
It simply checks on which side you are, but can be scripted to even have each unit it's own language, or have translators who "speak" multiple languages.
The output to those with another language is basically scrambled, so if you don't speak the language all you hear is some mumble jumble.
oh thats cool
@distant wind is there a way to turn up the audio for it? It’s extremely quiet
it essentially sounds like the imperial probe droids in star wars
if you remember the noise they make in empire strikes back...
Increase the general volume slider in cba settings @foggy kelp
I didn’t think of that. Thank you
I’ve been hearing people say it’ll stop working in missions . Any idea what that is
most of the time it is caused by faulty respawn scripts
i don't think that this is the right channel to further discuss ACRE2 though, it is not a total conversion mod
What would be the correct one
@distant wind I couldnt find the cba slider you refer to
pre and post mix volumes in ACRE2
@distant wind What do they refer to? Like is post for over radio or in person ?
both. it is just a post-processing.
last update was like.. 2 weeks ago
ah ,
Totally Dead
didn't know abiout that,
i used to play with arma3 ace2, now only with RHS
but does ACE3 includes also weapons or is it onky ballistic weapon changes etc, healing system and so on
are you guys aware of any pubblic server whiich runs ace3?
ACE3 has no weapons, and is also not really a total conversion
ace3 does alot of things besides medical and ballistics, if you do a quick google search for ace3 you should find all the answers you are looking for 🙂
thanks 😉
and how to use it
yeah its pretty much the same that way - with a "ace self" button and an "ace other" button iirc
and if you search for "ace" in your arma3 server browser you should find some servers running it
i 've seen on steam workshop there are mods compatible with ace3 like for example RHS and other mods as well
i'll give it a try and thanks 😉
ACE3 does have grenades ofc...
well that's awesome 😉
the mine detector is technically a gun...
Anyone know of a resource for 1930s vehicles or weapons? Exploring making an Indiana jones Esque mission.
theres one ww1 mod I recall seeing on the forums, other than that I dont think there is much from that time period
ww2 onwards there are a lot of things
Ok ty! I found some random stuff but was hoping for more 1930s vehicles... ya know that model t in Africa look, that's what I'm lookin for
Sadly iirc the WW1 mod is pretty janky with things like ammo not having weight
, wish it was better @hazy mist
There's an overhaul mod based on the German annexation of Czechoslovakia in 1938 if that could do it @round wing. Some civilian vehicles could be in that mod, but there are also a few firearms which could be common in your preferred scenario such as Mannlicher 1905 and Gewehr 98 Mausers.
Ah ya! That will be a great start. Thanks @paper brook
CSA38 is the name of that mod iirc @round wing
Awesome. Just love the idea of a model t car chase getting pinged by bolt actions and c96 shots and a getaway in a biplane... can be any setting, since ancient treasure and intrigue can be anywhere. Ofc north Africa is ideal hah
Manlicher 1905 is dope
All good @round wing 🙂
But just wondering man, do you mind if I potentially play with you on that mission? Just that I like how innovative you seem to be for Arma and I enjoy that.
Weird question I know, but I'd like to see something different to what's typically on Arma. Its okay if you don't want to do this.
@paper brook certaintly! let me try to cobble something together and ill reach out. i was thinking of a sort of loot and scoot game mode where we find treasure and try to take it back to base... ive pretty good with Alive so it will have some vibe and locals too... ill friend request you and ill hyu when/if it sees the light of day!
Ah nice @round wing, and all good also.
doesn't look beautiful, but interesting for sure
Yeah the textures arent the best but hey a meh looking ww1 mod is better than no ww1 mod, and it definetly does add a good chunk of stuff @sleek coral
Using the rhs mod is it normal for the Apache and longbow to have only grey vision and thermal?
My weapon have two fire modes how to make them show up the current fire mode?
@foggy kelp Have you tried zooming in and out with the camera? I cant remember for the helis but I know the rhs tanks have some stuff like that
I did. Maybe it’s an ace thing?
Hm could be but doubt it
Does anyone have any good uniform and weapon mods? I feel like some of mine are making the game slower
Thats a rather open question, any specific time areas? @empty pike
Time areas? I’m pretty new to the game sorry
Like modern or ww2 or vietnam
Modern.
Mmh RHS and CUP add good uniforms iirc
Those include helmets and carries etc?
RHS and CUP are bigger mods that include entire factions so yes
I dont really know any uniform only ones since I dont use them since they add too little imo
@empty pike the #arma3_scenario channel is probably best for that type of questions
What is the best marksmans rifle and scope? I have marksman dlc as well
depends on what you need @empty pike , theres not one thats the 'best'
Most damage and or range
props the lynx or the M something
Does anyone know any formal uniform mods?
this is the wrong channel for this type of questions. you should use #arma3_questions
Who knows are players (clients) with lower FPS can be cause of low server FPS?
@versed marten such questions belong to #arma3_questions
Oh, sorry
quick question: Classname for new ACE medical splint? Can't find it from here https://ace3mod.com/wiki/class-names.html#medical
ACE_splint
alright, thanks! 👍
Yes. But thats #arma3_scripting or #arma3_questions, not #arma3_total_conversion
Ok, thanks.
Hi guys. Someone know some mod or script with a such functionality as a radio signal direction finder?
For TFAR or ACRE. No matter.
Ideally - with a signal strength displaying
I think someone was working on something like that in the TFAR discord, its just a concept though iirc
If you can grab the right numbers, I think ACRE simulates that already, you just need to figure out what variable/calculation result to display.
Can someone send me the updated AC3 Link?
IFA3 Preview v39 is out
http://ww2ina3.com/viewtopic.php?f=11&t=309
Hello!
The time has come. We present to you upcoming update of PSZ: Polish Armed Forces mod 0.9. Are you ready?
Meanwhile we are running public PSZ discord here:
http://discord.gg/4mrMD2N
https://www.youtube.com/watch?v=yklzu4DGLF8
^ PSZ 0.9 Trailer
We are proud to bring you the latest update from the CFP Mod Team! This is a major update that adds new factions, gear, and unit loadouts.
RELEASE HIGHLIGHTS
NEW FACTIONS
Wagner Russian PMC on both the IND and OPFOR sides, including Woodland, Desert, and Winter loadouts
Malden Civilians that speak French
Chernarus Winter Civilians that are dressed in appropriate cold weather gear and with snowy vehicles
NEW VEHICLES
BTR80 and BTR80A added to appropriate factions
Hilux variants added to appropriate factions, including armored Hilux variants
New helmet and vest models
New/improved textures on vics, equipment, gear, and more
Adjusted vehicle inventories to mimic the faction loadouts
Squashed several bugs
Did other stuff I can't remember
As always we hope you enjoy the mod!
Download on Steam https://steamcommunity.com/sharedfiles/filedetails/?id=1369691841
Hello virtual soldiers!
We would like to proudly present to you our newest release, refreshed and adjusted to current ArmA 3 standards - PSZ: Polish Armed Forces version 0.9 Full article here: https://bit.ly/3bEyr8n
- PSZ: Polish Armed Forces - Main mod. Current version 0.9
- PSZ: OP4 / OPFOR - randomized opposing force mod for Arma
- PSZ: Compatibility with ACE - optics from PSZ compatible with scope regulation system from ACE
- PSZ: Compatibility with RHS - RHS vehicle rangefinders visible to the laser radiation detection systems available in PSZ vehicles
- PSZ: Sarmatian Controls Presets - alternative keybind preset
- PSZ: Toggleable Grenade Launcher - changes the way you choose grenade launchers
Link to Steam Workshop:
https://steamcommunity.com/id/pszmod/myworkshopfiles/
Cheers,
WinteR5 & PSZ Mod Developers Team
Can someone make confetti rounds for tanks and UGLs pls?
Would be a fun time.
This seems like the wrong chat for taht @rich quartz
That doesnt really sound like a total conversion mod
#arma3_questions most likely
ok ty
dose anyone know how to model
quite some, but this is not the channel to ask
if you have a specific question, #arma3_model would be the place
thanks
I’m not sure we’re to put this, but I got an idea; would it be possible to make a FOB construction module similar to Squad for arma? Does a mod like that already exist?
FOB construction module? @nimble vine
Also no this is propably not the right chat, #arma3_questions would propably fit more
Ok I’ll put it there
Any update on Cold War Rearmed III? Last forum post was from June it looks like
they are working on the mod and will release new information as soon as it is worth publishing it
Well, here:
https://ibb.co/k6n1f89
https://ibb.co/YjnwH7Q
https://ibb.co/hHxmKCQ
https://ibb.co/M7Tpn1q
We rather work than talk. And life has been difficult in the past as well. But yes, we're slowly getting closer to an early beta stage.
Quite a lot of required stuff still missing, and since I keep changing class names even missions are far from being complete
But we're getting there, sooner or later 😎
Awesome news! 👍
Always better to stay silent and get work done for a release, rather than posting a ton of Screenshots and never release
🤘
Bring back OFP to Arma 3 👍😁 ☄
Unsure where to put this so I'm placing it here. I'm more just curious and wondering how the arma 3 Lightsabers work. Like I know it would likely use an invisible bullet with a short life span but how does it play the animation every time you fire? Is it an event handler?
Don't think it was publicly shared anywhere. They could however also work with more advanced calculations of 2 sabres crossing.
For animation to play one could utilize reload action or indeed eventhandler
You should probs try to ask the maker of them what he did
I'll try to find them. Been a particular mod I'm unsure who exactly would have written the code but with some investigation I'm sure I'll find something. Looking at ingame config view I presume it would be an script activating an animation every to you click fire. Genuinely more "I want to know how this ticks" than "I want to do this", haha.
Bro do you know what would be hot, a star craft 2 mod
Its pretty risky to work on someone elses IP and Blizzard might not be very fond of such idea. Also its not really doable without a lot of advanced knowledge due to how non normal human just about everything in StarCraft is
what would be cool is if people made their own inventions more instead of remaking some existing IP
true very true
starcraft wouldn't be hard for terrans but it would be extremely hard for protoss and zerg, not to mention the fact that hybrids and zombies exist
@brisk bough
I think the biggest problems are the Zerg units and also their alive structures to make them nice. But the most bigger problem is Blizzard.. I dont know any modification for any other game which is StarCraft related. As far as I know, Blizzard is very strictly and do not allow any modifications about their IP.
Anyone know of a mod that makes stars realistic when using night vision?
wdym?
the star sky itself is realistic
and stars are not that bright that they will give any form of illumination to NVG's
No, but the look massively bright when you look up at the night sky. I think that’s what Phantom is asking.
Oh I promise you they give a lot of illumination
Not that you will notice it on the ground
But let me show you a picture I took through NVGs on a cloudy day
Cold War Rearmed III Beta available
https://forums.bohemia.net/forums/topic/231942-cold-war-rearmed-iii/
Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2316343124
Missions Package:
https://steamcommunity.com/sharedfiles/filedetails/?id=2316440234
ČSLA fanmod trailer - https://www.facebook.com/michal.rohan/videos/3830718600284831
If someone knows " Welcome Back Commander " then take a look into this... Its a first small release of the Tiberian Genesis modification and the Tiberium Content. Mod is Version 0.1.0 - Alpha. More content will follow at New Year like some units and structures. Tiberian Genesis is related to the second Tiberium War, so Tiberian Sun and its expansion pack Firestom. Probably some people know us of the OFP times, Mod has started by me 2004.
Hope we can do for some people a old childhood come true 😛
https://steamcommunity.com/sharedfiles/filedetails/?id=2336555877&searchtext=Tiberian
One of my members are having an issue where his rifle optic won't load in from the arsenal when loading a saved loadout
I've tried it too and mine turns grey instead of white (name of the loadout)
Anyone know a fix?
#arma3_troubleshooting would be the right channel. @sand quiver
Thank you
Nobody saw anything
Is there anybody who is able to make a civilian starship mod?
probably many
Anyone want to help me and a couple other buddys work on a American Civil War mod for Arma 3? We just started making models and maps for it. We are open to any help.
Feel free to add me if so
@gentle ferry you're better off posting this here
#creators_recruiting
Thank you!
👍
Use the 'Verify Game Files' in Steam to make sure all the files are correct
btw... this is more #arma3_troubleshooting
does anyone know how I can compress files when making PBO? I have some pretty big files but Im trying to decrease the size without taking anything out
@ me pleeas when u respond
I got alot of hats
and the guy who is head of the unit doesnt want 3.6 gb of gear
😦
. . .
ig it takes alot of space to look cool
you have done something seriously wrong if your hats take that much space
how many hats is this?
1000?
number?
well when we finish making stuff for everyone itll come out to b around that
so ab 36 helmets 18 vests and 54 hats...
each have their own textures?
no its j that my helmets r like 20 mb each
so that alone is 720
plus 18 vests which are also 10-20 mb
then hats are like 7
all vanilla structures together are about the same MB
in pbos
they are 20mb paas?
wtf
with all your gear you are likely wearing 4-5 planes worth of mesh
so likely you will eat 10fps from your players
the cost of looking baller af
oh yea packing that bad boy is fun
you can compress content in PBO's. But 3D content won't compress well. you'd maybe get down to 3.4gb if you compress it.
I think I tried compressing the geist mod which resulted in like 30% of the original size 😛
lots and lots of textures
guess they forgot to convert it to paa or something back then 🤷♂️
paa's are mostly compressed. I think the 16x16 and smaller are not compressed, because it wouldn't work well at that small size
If your big mod compresses really well, you probably did something wrong with packing
my issue is I have so 400+ mb of paa and I really just need to compress it
and its taking huge chunks's that I need
they had like 4k TGAs I would assume
well paa's are already compressed soooo....
when I use hidden textures does it duplicate the vest files multiple times? or does it keep one file but change textures
What do you mean by duplicate the vest files?
so if I saved 3 vests with different textures it would be like 3: 10 mb files
but if I use hidden selectipn does it just use the one model file and retexture then put it in arsenal 3 times?
That's what the goal of Arma configuration system. You don't need to use multiple p3d files for a retextured thing
so instead of 3: 10 mb files it would be 1: 10 mb model that is retextured then put arsenal 3 times as the same model and file just different textures ( im trying to save some space in my files
okk gotcha
so then hidden selection is faster and saves on file size?
ok awesome ill look into it then because it soudns faster in the long run
I saw somethin saying if I use dep3d I can get a list of all my textures and itll make it easier when making the config
is that a thing or was I reading it wrong
Who made it? It's.............. well
by mikeros tools
https://community.bistudio.com/wiki/Quick_camo_selection_definition_guide I might be reading it wrong
Anyway that is not a preferred way after all. Dumb more like
what is the best way to go about doing hidden selection?
? There's one way to do that, make config
right but I mean any tips on how to get my selections and textures in the config correctly?
Trial and error, like anything else
okie dokie
@high mural when using hidden selections if I want something to stay the same across all my vests like patches and and stuff like that do I just not add it to the hidden selections or textures?
Because I have patches and flashabangs aswell as a small phone on here and I want those all to be the same textures across all my vest models so do I just not add those to the hidden selection textures?
if you want to use the same model with multiple different texture versions you use hidden selections
just set their texture in ob and leave them out of hidden selection
ok gotcha
and remember A3 samples is king
so only add what I want to be changed and everythin not input into hidden selections will be the same
hidden selection = change texture in config and have multiple versions based off of same model
gotcha
also, this type of question belongs in #arma3_model
@brisk ruin ffs 1 channel
Hi all,
I packed my mod with PboProject. But it always produces errors include "wrpwarning". Pbo Project says there are some missing files even though it is in the right place.
Then I packed my mod with Addon Builder, and uploaded to Steam Workshop. It seemed to succeed, but the texture did not load with the error shown in the screenshot below. https://media.discordapp.net/attachments/799905786704691220/808731440145629244/ss2057.png?width=1214&height=683
How should I pack mods successfully in PboProject? How do I get the mod's textures to load?
@hazy mist oh thanks
hello everyone! ive got a collection of mods that i like but i want to remove some items from the arsenal to help with load time and a long ass scroll to look for items. i'm also trying to condense it into a single pack for ease. only thing is im not sure where to start on this and id like some help so any would be really appreciated! 😃
@pine cloud
first: wrong channel
second: this i'm also trying to condense it into a single pack for ease is not allowed
copy, sorry bout that
Is there a way to get the various aviation mods to play nice together? I know ArmA can’t be DCS, but AWEsome, Advanced Aero Effects, Pook SAMs and aircraft, Drongos air ops - they’re all good but they seem to badly effect each other
Get all the devs together and have a chat, but that’s might be difficult due to everyone having their own opinion of what right is.
I wish.
Now that Arma is in the Creator DLC era
It would be great for some of these mods to sit down together - having Pooks aircraft and missiles built into CUP so the textures are of the same quality, that sort of thing
many of the old guard makers have already stepped out of the scene Im afraid
are you willing to do the texture work? because we lack the manpower...
I’ve only done uniforms for the Combat Mission series, making sure the insignia, piping, colours whatever is correct. Arma has a lot more fidelity, so what sort of thing would that entail compared to editing bmps?
I could try if I know what the colour codes are for CUP paints and have the manual for how different camouflages would be applied to certain vehicles
Like if I know Chedeki paint represents a basecoat or primer and over-sprayed lines of paint, I suppose that could apply as easily to a SP howitzer as to whats already in CUP. Is that roughly how it works?
sounds like you want to ask in #arma3_texture
Hats off to you wonderful developers that make editor placeable weapons, magazines, and hand grenades.
do the RHS guys chat in here much?
Some of them are on this discord as well, yes
they do not have a public discord.
ah thx
Has anyone done a Killzone conversion?
Nope.
Not sure how much this qualifies to be here but, getting this to function properly is gonna be interesting https://streamable.com/6oa5t1
@onyx slate meet @frozen wave
like I told the other guy talking about this, Sentry and Tiberian Genesis is possibly the direction to look at
Yeah, saw that. Still early on but, it’s gonna be a journey
Not expecting this to go quick
👌
https://streamable.com/0xzyqp First movement of the Wraith. Strafing works. If you can call it that

Yeah, the whole thing is the turret lol
I wonder... Is there a Medieval Mod/TC?
I think attempts were made at some point but perhaps they did not really go through
Ive attempted but in the end trying to make melee weapons in arma isnt that fun
there are few decent solution for melee stuff now
preferably a new moveset would be needed for holding the melee weapons so less gesture trickery would have to be done
ah okay.
hey just a quick question, on a scale of 1-10 how hard is it to make a custom weapon for arma? (I have expirience making guns in blender already)
a 6 or 7 maybe
depends mainly if you want/have to do the whole process, or how much assistance you get for the Arma specifics (model/materials/animating/configs/etc)
What tools for modding in arma 3?
many. you may need to be more specific on what you would like to do
hi everybody, i was wondering if there is someone here thats has played the "VeteranMode" to some extent and knows if there are any compatibility issues with other mods (other than ace) and what exactly the mod does and changes besides assets. I couldn find a good documentation regarding the mod but we like the vehicles and wanted to use them.
i heard it fucks up with SOG dlc, and you might not want to run too many mods with it. ironically my mod load order is stupidly large, and i dont mind bugs as long as they aren't gamebreaking. but just launch veteran mod with all the mods that you want, and if you feel that you're running into errors, just do process of elimination
https://cdn.discordapp.com/attachments/222000250758496256/866841701854216262/20210719203309_1.jpg The wraith mortar variant is in FC. It’s confusing as hell to drive but this’ll be better
👍
https://streamable.com/9cvs0t M12 TD. Will have 45 degrees of left and right rotation. -7 degrees of depression and 12 degrees of elevation
This, tbh
Is kinda cursed
Is it possible to achieve vehicle movement (aim up/down/left/right) in an analog manner? Driving has an analog option but weapon aims do not.
@clever pier no crossposting on many channels
apologies
and this is really a #arma3_questions type of question
Is tiow2 a total conversion?
whats tiow2? I only know the normal tiow
ah ok
I wanted to use Ravage... that need CBA_A3 i installed this and got Error "Addon cba_common requires addon A3_DataF__AoW_Loadorder" if i search trough the internet i did not find that.. And if Ravage was active too there comes a second error something "cba_xeh missing" Any advice?
are you playing on windows? repair the game file, if it still does not work send the RPT log (check wiki for info where to find it).
and move that convo to #arma3_troubleshooting this channel is no place for this.
Well thx.. yes on windows.. i try that and sorry... troubleshooting send me to creative editing 😄
well, you asked about modding. Not having troubles with running game with the mods.
Right... my mistake ^^
is there a way to completely rebuild arma mechanics by a mod
so it feels arcadey
to make it more faster and fluid instead of feeling like a hunk of bricks being dragged along
Short answer: yes.
long answer?
No you can't without years of learning or hiring experts
fk
i thought i can do it just by changing a few values
so like
if i wanted to make arma 3 feel like cod
i would need to literally get a degree on coding
Also LOT of animations
Yeah what you're trying to do is propably a good chunk of work
easier to just play COD
Ye. Activision has better budget and artists ngl
its more about the core mechanics of the game itself
COD is made for arcade gameplay
Arma is not
better budget and artists but still manages to consistently put out garbage every year
I think it was Black ops:cold war. where the game was so bad. they had to dedicate a 2/3 of the main menu to Modern Warfare
The RHS Zastava M70's rifle grenades - where can I find them?
There are none
Sad, although they still have the function for shooting these
Just wondering if there has been a mod for global mobilization to fix the problem when trying to repair vehicles with ace 3? For example right now you can remove tires but you cant put new ones on.
best place to ask that would props be the ace slack
Would this chat be the best to try to seek native russian speakers to assist me in localizing interfaces??
in hindsight probably not
#creators_recruiting @velvet narwhal
thanks
hey guys
ping me once you figure something out
ok
Hey would anyone be able to Mentor me into making uniforms and stuff for my unit? I just want to finally learn to make uniforms and later down the line do weapons
I already have Blender downloaded
there's a ton of blender tutorials on the web.
get comfortable with 3d modeling first before thinking of making uniforms, ect
look up sokolonko on youtube
i think thats his name atleast, or just arma 3 zero to hero headgear
Do RHS or CUP have armor piercing systeam implemented like vanilla? I know there is no balance between vanilla and those mods or any other.
I ask this because i know there were a lot of troubles at 2015 when tanks dlc come out. And some time later body models get updated damage model with new body hitboxes.
Is there a tutorial to learn how to replace vanilla equipment with modded equipment?
No don't think there is. There are very little that specific tutorials around. They usually are of more general topics
Im sure this has been asked before, but is it possibe to find IFA3_LITE somewhere? Im trying to make ww2 themed mission and it feels bit impossible without that 😅
or if its gone completely, anyone knows any good alternative for that?
it still present
but the page cannot be visited
you can subscribe to it via launcher HTML file or via steam collection that has it
Great, thank you for your help!
if you have any problems i have it in my downloads from when i had it before so i can always shoot you over a local copy :))
All good, i was already able to find a copy in steam collection 😄
cool cool
RHSHREF has ww2 guns if nothing else. Mg42, mosin, grease gun, k98, stg44
anybody knows how to search for 5 star-mission/mod quickly in workshop?
you can't because rating is a bit complicated. However if you set the filter to "Most popular" and span of a year then it will be sorted with highest ranked missions on the top.
also wrong channel, read descriptions
thanks for your tip
Announcement of "IFA3 - Second Wave" at https://forums.bohemia.net/forums/topic/190809-iron-front-in-arm3-lite-preview-versions/?page=100&tab=comments#comment-3452184
@Free2u2 1) AIO = all in one - you dont need WW2, OBJECTS, IFA3_TERRAINS_LITE 2) Try unload IFA3 Liberation / Faces of War 3) You are missing the compatibility mods 4) Change the load order to be IFA3 AIO LITE first (-mod=last;middle;first)
is there a way to compile ACE3 without a p drive. the wiki only covers setting up a dev environment for file patching. I only need to edit one pbo.
You should set up P drive and the rest to be succesful.
But also. You should make a config patch addon instead of editing the original
You can build it with hemtt. build.py should use it when it's in the root of the repo.
Valid option, I was not gonna mention it though because most of the time when people ask if they can skip something they REALLY should not be skipping steps to produce working mods
Yeah, with ace hemtt should be only used for dev builds anyway.
Anyone know what the ifa3 update has effected in terms of other ww2 mods?
data wise no change. ww2 mods may need to update their dependency to our new upload
@foggy wigeon
Just curious- are there any mods that could allow any semblance of a Vermintide op?
Hey so, I had the really bad idea to make a total conversion for Arma 3
Can someone link me to some tutorials to start out with? I can't really find much and what I do find is outdated
The absence of armaholic hurts man
The SOG DLC and RHS GREFOR have WWII weapons, the ones in SOG are of amazing quality
And a mod called "US general uniform and and equipment" - or something like that adds high quality US WWII uniforms and gear
Dunno about the Germans though
Found it
there is not really comprehensive set of tutorials to do a "total conversion"
There are bits and pieces covering various topics around the web (lof of stuff on BI forums -> questions and answers, links to some tutorials) and lot of answered questions in this discords chat history.
Main things you will need is time and patience and keen mind to figure out all the stuff you want to do.
It can take few days to few months to get into the basics and then its N years to make all the stuff you want to make
Well in that case it's probably a good idea to start now
I'll start scrolling through the disc and see what's up
you draft some sort of plan/list/desing on what you would like to do
then start figuring out what kind of different things that plan and pick one to start with
Question, has there been anyone that added transformers music to arma?
that sounds like a copyright nightmare
that it would be yes.
is there any way to remove vanilla buildings in the eden editor?
there is hide terrain object module
but if you place units or vehicles down in their place you will need to add some simulation enable delay on them so that they dont blow up when you start the mission
why no one make dlc or mod OP40 1961
there are two groups of people: One is interested in OP40 1961 (whatever that is) and the other one has the know-how to make mods in arma. the overlap seems non-existent
Well I am not a developer. But I am curious. Is this what you were talking about: https://callofduty.fandom.com/wiki/Operation_40 ?
yes 😁 i mean this
Becuz it's call of duty stuff. It's already there. Why make it in arma
Also if no one makes it, you make. Simple eh?
If I can do it.. I do it but I have no experience
question for you all im looking for a good PBO tool ive got one which allows me to open pbo's and extracts but i need one that can allow me to convert files into a pbo's any suggestions?
mikeros extract pbo. Do note that p3ds cant be unbinarized
and then mikeros pboProject for packing
im using eliteness currently and am getting this error when i try to compile im brand new to this, this is my first attempt so apologies for the N00b questions
In File E:\Test mod\config.cpp: circa Line 38 EOF encountered
im trying to copy the syntax of a friends mod and write it the way hes done it but it doesnt seem to want to work for me which is odd
nevermind ive figured it out
no dont use eliteness for that
its purpose is completely different
extractPbo for unpacking. pboProject for packing @flat urchin
ok good to know i had an error as well where in the textures i had applied did not show up but i didnt path it correctly hopefully ive fixed that now
ok question why would i need a P drive? i thought a P drive is there to make it easier for project makers not a neccessity but a nice thing to have
P drive represents the root of the engines file system
and since you have problems you should not try to skip basic steps and use more advanced techniques
😛
tbf this is all trial and error im reverse engineering alot of this stuff badly i might add. and the thing i find is with this game that unless you ask the right question written out to the exact letter correctly you wont get the answer your looking for which sucks because for an entry level person like myself i cant find a way to get in to doing things like this without having the prior knowledge it seems?
its that same stupid adage that most employers want "must have experience" how can i get experience if no ones willing to give it? how can i get info if the info is so unobtainable in the first place its maddening.
like the other day a tutorial video i watched was like theres "ToNs oF InFoRmAtIoN On ThIs SuBjeCT" and im sat there like
BI forums is a good starting point
alright ill give that a whirl
and videos usually lack most of the basic stuff
so yes video is not the greatest source of information
and im not trying to be standoffish when i say that its just irksome thats all feels like im looking for el dorado
and there are a lot of very bad video tutorials for arma too
unfortunately their makers dont want to correct the videos either
it iis like that at the start
because even the simplest of thing really needs all the basic stuff to be done right for it to work properly
last question and ill leave you too it how much space do i need for the P drive and does it automatically go to C
sorry C/drive
theres 2 methods of setting up a work drive
only reason im asking my C drive has like 10gb remaining
the more common virtual drive that uses a folder from your computer and shows it as P drive
so it takes the space from that drive
or dedicated P partition
PMCwiki has simple steps for the P drive setup btw
but it does take more than 10gb
alright ill look that up too my other harddrive has a couple hundred gb so that should be ok but wasnt sure if it was mandatory install on the C/drive or whatever
thanks for the help amigo much appreciated
the virtual drive can be anywhere yes. preferably somewhere with extra space you dont immediately need
tbf ive got a couple hundred gb of arma mods i can probably do away with so thall give me some room
Looking for someone experienced in ARMA 3 modification that can quantify and demonstrate their abilities and previous work, for a short and simple project that you will be financially compensated for, please send me a DM
@torpid ingot #creators_recruiting and please actually describe what you are wanting to be done. Its not polite to make people chase you for the answers
as in you want demonstration of ability, demonstrate that there is interesting project to put the ability to use
Looking for a parade mod
there are some static animations in workshop, dont think anyone made moving animations
does anyone know if there is a lockheed f104G mod?
there ain any
i know its sounds stupid but trying to make a qrp into a acs or png any one know hot to use mikeros tools
None of that makes sense.
What exactly are you doing?
can someone make one
can? yes, will? unlikely
new to arma 3 is there anyway i can join milsim operations quickly
You will need to find yourself a unit, #communities_arma3 can be a good starting point.
📢PSA: We have moved our community chat from slack over to discord: https://t.co/CmnNwVJjBB
We welcome you to join, collaborate, ask for help, enjoy your time, make friends and be part of all things ACE3, CBA, ACRE and potential future projects 🍌.
any mods out there with new pistol reload animations?
Probably some that add new pistols also add new suitable animations
Don't think there are any that replace vanilla animations though
Need help what best program to use to make arma 3 map?
we have #arma3_terrain for that topic.
For short answer. Only required program to use is the Arma 3 Tools Terrain Builder which compiles and creates the actual data that goes into game.
That said, it is possible to create data like heigthmap and terrain textures in other programs but there is no such thing as "best" other than best is what you are willing to learn to use (and sometimes buy as most programs are not free)
hello I have a question about the mode do you know anyone about any chest rig mode other than V / Spiritus Systems Equipment
For some reason normal bullets can disable MRAPS in a few shots. I have no clue why and what mod it could be. Started happening recently. Would really appreciate help with this.
Watch Paper vehicles and millions of other Arma 3 videos on Medal, the largest Game Clip Platform.
Only way to debug is to turn mods off one by one or in small groups and test.
- Not related to this topic
- According to SteamDB, 24 hour peak ~18000, currently ~11500 people are playing
thank you
ok might not be first person to ask this
devs and modders, i have question about arma porting, i found way to get all arma 2 assets into arma 3 no sweat, but there is no sound and animations are broken; so far havent seen mods doing this is there ultimate mod that includes all the vehicles and weapons that work from arma 2 and dlcs to gether?
sry for typing skill im not english
Well... if CUP isn't a cup of your tea, you need to do it yourself. But if CUP satisfies you... you can use it
wat so cup is a port?
i have all cup and rhs...
its just i did my port to see models and found some cool looking weapons havent seen in cup
CUP ports a lot. Although the CUP's goal isn't just a port but more upgrade as the name says
Which models you mean?
Ya there is
Most of them, I think? But never heard of missing weapons or such
my game is updating workshop is it ok if you can look if cup has 2 helicopters and thats it
https://cdn.discordapp.com/attachments/990441112214859786/990444847510999060/unknown.png
This isn't a hind tho, Mi-24 is always a part of CUP
its that heli from rambo
The picture is from a movie like Rambo or something, that tries to be Hind
Which CUP you have?
Wait, you want this one that in this picture?
ive been trying to find choper from rambo movie and it said online that it was hind
so far closes things i got was these
and this
i have custom model but i dont have talent to port it to game
Mi-24A wasn't in A1/A2 but if you want... you can get?
?
I mean if you want you can just subscribe it
https://cdn.discordapp.com/attachments/990441112214859786/990446320089169960/unknown.png
Now I get what you mean 😓
it looks soooo goood
Well, the thing is, is it legal to use in the first place?
let me see
aparently its owned by rambo franchise
since its from rambo the videogame official
but i had idea of making fan dlc for arma
not fo rprofit
Well that means you can't
😦
can you think of any other helicopters like that one?
this might be beyond your knowledge
I do believe the heli in the movie is just a modified Puma, so go check if there is a Mod that has
puma?
Seems like it
ok, thanks for help, and sorry for wasting your time
We all voluntold to waste ourselves 😄
it's almost finally done
https://i.imgur.com/k3dQDtp.jpeg
I don't think it's a good idea... Since Valve doesn't like it when you use their assets in other games...
We encourage our users to make videos using Valve game content, such as playthrough or instruction videos or SFM movies. We are fine with publishing these videos to your website or YouTube or similar video sharing services. We're not fine with taking assets from our games (e.g. voice, music, items) and distributing those separately.
Good point. @long geyser please take note and obtain necessary permissions to continue.
I read that months ago when I started working on the mod and it came off as a bit of a gray area considering that's from their video policy. They have separate mod documentation that states non-monetized mods using their assets are fine (albeit they only specify for source games). Regardless, I'll get in contact with Valve and get permission before releasing the mod.
Indeed they do allow use of the assets within their own engine and games.
Much like BI released Arma and Arma 2 data for modding use in future Arma titles.
Indeed, it makes sense, just the countless other portal mods for non-source games that haven't been taken down threw me off as far as Valve's stance on the issue. I've reached out to them and am waiting on a response.
There are unfortunately a lot of wrongdoing in the interwebs.
On the bright side the only directly ripped assets are small props like the cubes and radio, portal gun model is completely custom, so even if they turn me down I should still have some wiggle room
Oh and some small audio sfx
how is the physics engine not exploding that character into a trillion bits
?
very careful scripting
it'll be ready for release in a month or so
multiplayer compatible too pog

Spam bots get shot here and light it up.
Ah, I see
Just bumped into dedmen's feedback tracker profile picture, the pog makes sense now

