#gameplay_arma
1 messages · Page 4 of 1
Get more ammo
Not sure this is the right channel but is there any mods to make character movement more fluid and less clunky specially in cqb situations?
No
Hey, I wanted to know how can I do a jet 1v1 in Arma, we bought that game a few hours ago and we don't really know how that works
Open Editor, place planes, preview game
Thank you
You'll want to set their starting positions (both horizontal and vertical) and headings, then either leave them with their standard weapons or customize them
@humble turret Yes
UPDATE! v4 - current version * I added a new inbetween animation for crouched movement with weapon up, in order to fix the massive jerking you experience when going from side to side. * edited the weapon up running (not tactical pace) so it still shows the crosshairs, just something I found annoy...
Huh
when I start a server my friend cant see it how can we fix this ? the port is right
thank you will give it a go
@last sentinel #arma3_troubleshooting
download TFAR (or Task Force Arrowhead Radio), which is the mod you're missing
Sad lyf
Why? No news is just no news
im pretty new to the game looking for one person to show me around and play for a bit (im already in a unit)
does anyone know how i can invert my flight in helis?
probably in the control settings
My buddys ace interaction menu suddenly isnt working
Guys i really need help with arma cause im new...
With what exactly?
Litterally everyting 😄
How to talk, sometimes i cant even walk and stuff like that
Point of everything.
There are tutorials that you can walk through
Ikk but in second one i can only move forward and move my head
Anyone willing to help me? I really wana play it : )
double tap alt? might have freelook toggled on
What GobboKirk said... by default Free Look is by holding Left Alt, unless you double-tapped Left Alt (2xLeft Alt) in which case it's toggled... you can unbind the latter if you don't want to risk it happening
The tap/double click combos here take a bit to get used to
How do i speak?
Caps lock by default
I spoke and nobody really heard me or they just ignored me.
There is also different channels to talk into, as well as radio mods, so depends a bit what kind of server you where on.
How do i look? tgat
how do i set it im playing it rn and they cannot hear me
How do i sit inside and go outside
period and comma default channel switches
To communicate with other players you can use one of the three types of communications: Text, Voice and Map Markers. The communication is only broadcasted to a selected channel. Channels are:
Global – to all players
Side – to your faction
Command – to your faction commanders
Group – to your command group
Vehicle – to players in the same vehicle
Direct – to players in a close distance
Cycle channels with [.], [,].
https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Multiplayer#Channels
Amm
I do not understand...
Just what do i need to klick to talk to radio or a person close to me.
Use . or , to switch to the corresponding channel (for a person close to me, sounds like Direct), then hold Caps Lock as your push-to-talk (PTT) key
in some cases yeah
What Chortles meant is vanilla ingame PTT (VoN, Voice over Net)
I really dont understand a thing .-., Can someone dm me tuttorial or what do i have to do cause i Really do not understand if i would i would have done it already xd
aigh done it
thank you all for ur help
What fixed it?
I think im talking with people so i guess 😄
If their replies makes sense I'd say so yeah 😄
If some servers or groups say that TeamSpeak is needed, that's probably because they're using the ACRE2 or TFAR mods, both of which handle voice chat using the TeamSpeak program/app instead
oh, you know any good ARMY war roleplay server?
have a look at #communities_arma3
Hello guys, I heard that community makes these really cool scenarios available on steam workshop, but when i went to check the workshop i was really confused and didn't find any scenario that plays like a campaign. I would be grateful if you gave me some recommendations on campaign type of mods (I don't own any of the DLC). Thanks
yo whats a good koth server and if i need mods or dlcs tell me
thanks
a unit I play with does it for fun every now and then
What AI commanding mods would you guys recommend ? Ditched C2 for AIO AI command deluxe, not sure what I like more, any recommendations ?
Anyone know of a way to make smoke hug the ground like fog?
Basically I have an old battlefield my guys have to get through that's littered with chemical shells from a recent conflict
you could try some stuff with the fog settings in eden editor
https://lh3.googleusercontent.com/SI8brX5VBvz4suFXp44jjqaR3o_q7PqPwf5LzA9nRTxWoc30KtWbu9R89vZTTECvv7a-pwFOe5B0cqG_u8ltLp_isF2eDEvJBbK-gOPovw2feTaL=w1280
hmmm....
not sure, but i think you'd have to create a complete set of particles for that
I take it that's not a "can do this overnight" task
This is Greek to me, unfortunately
well.. baaaaaaasically... greek > latin > rest
so... you might be onto something there 😄
If the Germans can read it so can we 😛
I'm Italian my own language is incomprehensible
So, I can't rearm at the mission Topolia, anybody got anything?
when arma takes up 447gb of a 1tb hardrive
rookie numbers...
https://i.imgur.com/Tpha0uK.png
thats less than him
lol idiot
uhm... sure 😉
335 free OUT of 931
596GB of arma
¯_(ツ)_/¯
mafs
I was told there would be no math
There is math and im scared 😦
Hold ctrl, and then shift when close to the ground
The more throttle you apply the faster you spin
Also the faster you move forward/backward the less you spin
So if you autorotate, reduce throttle (lose altitude) to temporarily reduce spinning, and try to break out into forward flight to leave the hotzone
Move to safer pastures, then reduce throttle/altitude until very low, at which point throttle up to lessen the impact and pray
@dense glade try this or another mod like it, its a practice scenario with custom engine failure situations... my advice is to think of it like Iron Man using his hand(s) while losing power... he still has the same momentum, the question is where to point the remaining power and when.
I think the default keybinds are Shift for collective increase, Control for decrease
For default z is decrease
not sure if this is the right place for it but did vault/climb get removed from the controls?
No? afaik the normal keybind for vault is v
okay. just couldn't find it in the control list for some reason
It's called Step over
i call it "saddling up" because honestly, it looks like you are climbing onto an invisible saddle
idk if i can post this here but this is our first semi milsim group of goofing oof lol https://www.youtube.com/watch?v=Q7TKDgmYIU8&t=11s&ab_channel=DOA_FapNation
Reading this a month late.. you could place smoke modules and customize the settings. Eg change the color to a lighter shade, and make the smoke rise very slowly with high wind speed. Wondering how you solved it 🙂
I forced the ACE weather simulations with high pressure and humidity, then used yellow smoke grenades in the craters next to the munitions. Set timescale to zero
Thanks for the reply!
Heh, so the antonov AN-2 is apparently kind of a beefcake. I clipped some rocks and instead of just exploding, I punctured my fuel tank and made a landing at sea.
Hi
ok
Hello everyone. A short while ago I had a mod(unsure if it was the flashbangs config) that allowed players to go into a room as 9-bang was going off. Basically it would stun the AI but not stun the players. Does anyone know of something like that?
what's the point lol, seems a bit cheaty
9 bangers don't generally affect the breachers, because 1: first detonation is the bright flash, every subsequent flash is much lesser than the first. 2) breaching force are prepared and have ear pro.
So it really should not affect the breaching team, all it's there for is to continuously confuse the barricaded team.
be loud and mask their movement essentially.
yeah, but it's still designed to be off-putting and disorienting
Not that disorienting when you can anticipate it.
Sup dudes. Are there any large scale maps like the Australia Terrain that actually work and aren’t broken? Something fun for infantry to run all around on instead of just a pure air dogfighting map
Chongo is dusty and detailed
I dont think theres anything beyond the size of chernarus which is meant for non-plane stuff
thanks fam
Takistan seems like it would be good
I don't see why you would need a map bigger than that
way too much mountains, i think s/he wants plains
So I have been thinking about the AI in Arma a lot lately and in this curernt mission I was engaging a base with a patrol squad a bit on the flank. I encountered the patrol squad first and eliminated most of it before going to the base. While attacking the base and under heavy fire the patrol squad with only 2 people came around the other side of a hill and started shooting at us. Now my squad made short work of the two people, but if that was 4 then they could have seriously caused some damage. So I think that Arma 3's AI is best suited for multiple squad combats because of the amount of flanking and maneuvering they do compared to other titles.
Also while attacking the base I eliminated some of the garrison there but they retreated and came back with another squad which made them stronger than me and quickly mowed us down.
@hardy fulcrum Very interesting notes! I haven't noticed AI pulling off advanced stuff though they often tend to move around a bit and sometimes I think I've seen them flank as a group and push me
Was your experience with the vanilla AI without mods?
Yeah vanilla AI
I have noticed my subordinates flank a lot when I tell them to engage
I remember when I was in a building, the AI SL sent one guy to the front door and the other to the back door which is pretty cool to be honest given that they try to accomplish their tasks
Nor an Arma 3 anecdote, but over in Total War: Three Kingdoms the battle AI has apparently resorted recently to this in siege assaults too... more specifically if the player is defending and is engaged/distracted at one wall, the AI will dismount their cavalry at another wall and have them scale it 😱
Know what I'd love to see in an ARMA mod? (since I'm going about compiling stuff for a Cold War era op for my friends)
A static line jump mod where like - passengers get in and they 'cue' through an ACE menu and it assigns them a number.
And then the can do some ACE things to like stand up, but then the vehicle operator does an ACE menu option to start them jumping to avoid delays in the stick.
For no other reason than I feel like it'd make a cinematic appealing thing to watch in a fun-op as 24 British Paras come down in a nicely spaced line.
Don’t think that’s possible
Dont see why not
i dont see anywhere else to ask about mods so im asking here, but maybe im blind and missing it.
are there any mods that add in an SKS? preferably but not neccecarily with a wood stock
@me if anyone has a response, either a mod suggestion or telling me where itd be more appropriate to ask
Pretty sure SOG PF has one. Or Apex.
@junior kelp "Specialist Military Arms (SMA) Version 2.7.1" on the steam workshop has a "SKS Bullpup conversion" and "over 185 High quality Weapon variations" Maybe the one you look for is in there
I don't see how not given how ACE seems to work. It wouldn't be the first time you had ACE options that affected others (such as prepping fast-ropes and the like) that multiple people can affect / be affected by.
Iron Front, Faces of War, and Unsung all add SKSs.
Of various qualities and makes.
thank you!
Why would IFA and FoW add SKS? They're ww2 mods
I thought they did but I can't remember
Been a minute since I've had em up in front of me
Also belatedly, IIRC prototypes of what would become the SKS of 1945 saw use in combat in WWII.
The ones in Iron Front and FoW are probably SVT-40s
Can someone tell me how to use the AGM-65 Maverick G missiles please? do they lock or dumb fire? and how ty
What mod... unless you meant the vanilla Macer?
yes vanilla pylon in the blackwasp
NM - vehicle engines need to be running to get a lock
More like heated enough. It lock the heat signature
Ok great. Thanks
There needs to be a vanilla repack mag option
you can try to open a "wishlist" ticket, but don't get your hopes up high
Does anyone know a SCAR-H mod that has 20 rnd puller mags for the gun, like in MW2.
RHS
Oh, don't forget that he's banned already
oh nvm still anybody who wonders and wants a good model of it its in RHS 😄
Don't have the mag-pullers on the SCAR mags though. Unless it's something @carmine kestrel wants to add since they're both his work
no? Scar has them by default - those plastic holders on the bottom
Those function like the "Ranger plates" and magpods. The pullers are the rubber things
yeah true but MW2 did that because they didnt had those - imho FN ones are much better
Hey guys, can i have a suggestion for desert maps other than Fallujah, my unit is searching for desert maps that has a little MOUT element to it
Takistan
What would it take to implement interiors for every building? And what would it take to put in battlefield's destruction system?
it would require a CPU and GPU that hasn't been developed yet to be powerful enough to draw and render interiors for all buildings and to add them to the descruction system
¯_(ツ)_/¯
also modeling wise few years of work actually technically impossible to just "put in battlefields destruction system", it is quite more complex process involving rewrite of the whole engine
And Frostbite can have that because Battlefield is played at so much shorter-ranges than what Real Virtuality 4 (Arma 3) supports: http://moricky.com/2013/08/video-game-terrains/ The right image at this link has BF3's Caspian Border in the lower-right corner for comparison with other video game terrains, and all of those compared against Altis
Which is to say that Caspian Border is indicated to be roughly the size of Porto from ArmA: Combat Operations (A1), which is identified as being only 1 km2 of land mass, roughly 2 km2 when including the water within the terrain borders (an official devblog specifies only 2 km long and ~700 m wide!)
And part of the big deal about Battlefield 2042 is supporting double the player count of previous BF games... which isn't that much larger (in terms of how much larger the maps 'have' to be), infinitesimal compared to any official land mass in A3 and even most of the past games' official terrains (which were mostly ported into A3 via CUP Terrains)
when i say destruction system, i mean the ability to blow off parts of buildings individually
arma 5 will definitely have rtx and a 100% accurate destruction system.
how do I know this?
arma 5 will release in the year 5000
lolol
afaik even VBS4 doesn't support this except in limited circumstances (actually specific buildings?)
VBS 3 introduced explosion force physics for building destructibility in 2016 but, while some aspects would be nice in ARMA 4 not sure how transferable that is to a game like ARMA rather than a military training tool: https://www.youtube.com/watch?v=51PL1_9rfYk
Just me or is arma overrated for its military accuracy (least without DLC)
like I cannot imagine milsiming on Arma in base game
The majority of its realism and all comes from the modding community.
Nobody should rate Arma by its accuracy. Because it's not for it
^
But I dont see why milsimming isnt possible in base arma @dense glade
of course I personally would at least add mods like ace and TFAR
Lack of VOIP
but imo milsimming is still possible on vanilla basegame arma
VOIP exists in vanilla
basegame arma has VOIP?
I mean with TFAR
As in base arma communication ain't great
yeah it isnt great, but you can still do milsim with it 
the important things are there
and afaik with a bit of scripting you can lock channels to certain slots too, so for example only SLs etc get into command chat
You can milsim on roblox, doesn't make roblox an ideal milsim game lol
Doesn't mean you can't in vanilla Arma 3

Didn't say you can't.
I dont see what your point is with the roblox comparison
As is can and should shouldn't be interchangeable.
Huh...
Ah, I still dont see why the can isnt there with vanilla/base arma tho
Of course it gets better when you add mods, but vanilla/base arma is still suited for milsim imo
Isn't there with me
Didn't say it can't be for anyone.
Maybe thats more of a you than a game problem then 
Eh, I'd rarely see vanilla arma ops apposed to modded ops
I rarely see sandwiches with only bread compares to ones with other things inside them
doesnt mean bread-only sandwiches arent possible
although that gets into the debate about what defines a sandwich, but thats no discussion for this discord
Again, didn't say it wasnt possible.
I'm saying I prefer not to have a sandwich without anything inside of it, seemingly agreed apon by the majority of the community too.
oki
if anyone is familiar with KP Liberation scenario, do you know how to save progress for player-hosted UPNP servers?
Kp liberaton saves the Progress in your Arma Profile. so If you start the Mission with the Same Profile the Progress is saved.
aaah alright thanks
I wonder, if arma had a good 3rd person mode like in modern shooters, with features like taking cover, shooting over cover, using climbing on stuff and so on, how much more players would it have?
Also some super easy damage mode would be nice to have, so people could take multiple hits.
I think that GTA V has merged 3rd person and 1st person modes in a kind of a good way.
Which other games follow that approach?
What exactly do you mean?
I'm not very familiar with those games / don't pay that much attention, does Overwatch or Rogue Company qualify?
I think Overwatch is in 1st person mode even
I mean that if it had a more casual and 'standard' character controller like in other 3rd person shooters, it would still be a great military sandbox, but would also be suitable for a broader audience.
console players? 😏
I mean people who don't like to die from one hit and all things like that
plus I think it would be nice to be able to shoot over cover (imprecise of course) without exposing yourself so much
Can't you already do that?
Do you think there could also be "spray and pray" included in this design approach?
I mean sticking your arm with a gun and shooting blind
ah
that makes for too many parameters to test and balance
and you could make your favourite gun OP by adjusting the parameters on the server
not really... spray and pray precision: realistic - inaccurate, unrealistic - accurate
there are a bunch of difficulty settings already, I think that character controller settings could be there too
like, do we want all these advanced stances or do we want a more basic FPS approach at our server?
I think what puts people off ARMA is more the complex functionality, setup, and controls
that would turn arma into squad and the other way
I think it can be optimized greatly with some presets 🙂
and TBH I don't think it makes sense to try and compete with multiple shooter segments at once (I mean more than ARMA does currently...)
Probably - ALSO, there could be some intelligence like if I'm in a stance and position that allows me to rest my weapon, why doesn'
t it happen automatically like after a second or two
and does holding shift to hold your breath really make sense
yes yes all those bits can be grouped into two categories probably
it shouldn't be a setting, it should be just... smart 😛
Well it's not exactly about competing with other games. No other game is a military sandbox like this one. It's more about making the military sandbox more accessible, I think?
And then when people start playing the game on those easier settings, they can switch to advanced ultra realism mode.
Also the advanced stances... don't think they bring much competitive advantage
they can be there and people don't need to use them
and you can always just play easier missions
What many new players have difficulty with is launching and joining games
play now button should take you to a screen with four popular game modes and one-line descriptions
and clicking one of those would give you a browser that only looks for unmodded dlc-compatible servers of such mode or something
the enhanced multiplayer menu in S.O.G. solves that
have you tried it? it's pretty nice
well... it has a nice page with popular game modes
maybe I should take a look
also the advanced mp menu is can return queried servers almost instantly, so you don't have to wait for half a minute to get the list
Arma has that. It is the checkbox that says something like reduced squad damage.
Depends on what you mean by taking cover... A3's adjust stance mechanic came at a time when 'sticky cover' was looked down on by the seemingly-vocal 'realism focused' players circa 2012-2013, plus it's a first-person-compatible solution... not sure how exactly you would get blind fire to work, e.g. would you be able to adjust your 'aim' in first-person? Climbing stuff is a known thing, I blame the state of A3's pre-launch development due to the winter-of-2012 and early-2013 changes of direction for a lot of stuff being kept that previously dev leadership may have intended to jettison
Well, location-positioning-sensitive automatic weapon resting is already a thing in vanilla
I mean something even more traditional, like a health bar
GTA V has it and it works all right I think.
Alternatively for pure blind fire we could have something like a cone visible through the wall which shows where the weapon is pointing at while it's sticking out of cover 🤔
Also ideas: bullets flying straight or even instantly 
I like to play arma in a realistic way but I also have some gamer friends who refuse to play the game because it's too hardcore. I just wish it was possible to have less hardcore settings and more casual character controller so that they could experience the military sandbox as well 
you're basically asking for Arma to become not Arma
No, a military sandbox is not about how many bullets it takes to hit you and things like stamina management IMO, it's about weapons, vehicles, objects, players, and how they interact.
I mean that these easier difficulty options should be optional, not permanent.
Can't this be done with a mod?
but then you're asking for basically an entirely different player controller as an optional thing
which means that BI has to make like two games in one
well if the character can snap to cover and take cover, he as well could just not do that if it's disabled
When did a character controller become 100 percent of a game?
it's not 100% but it is a lot
certainly not as much as everything else
you're talking about making completely different gameplay, controls, animations for something optional
for something which could attract lots of other players in my opinion
and you're also talking about a huge split in the playerbase, which alone is reason enough
because people using one system would not be able to play with people using the other system
now we have only the people playing with the other system
but I don't think that taking cover, if implemented, should be disabled or forbidden
also stop @ me i'm right here
that's how discord's replies work
only if you make them
sure, I just wanted to quote your specific sentence 🤷♂️
no, it's too much for a mod, it requires totally different animation sets and gameplay features, I think
this feature is quite annoying, I agree, maybe you could vote here so that it gets disabled:
https://support.discord.com/hc/en-us/community/posts/360052490073-Let-us-disable-reply-pings
But you can disable the ping.
Proof right here.
I know, it's annoying to disable it every time
That’s a layer 8 issue
And making two games in one can be (even more of) a waste of time if one appears apparently tacked-on (see: Total War: Three Kingdoms)
Sorry about the ping, scrolled down and saw what you said
taking cover feature would require a whole load of stuff to make it work. I recon 99% of games that have this mechanic have authored maps where each object describes how exactly it can be used for animation/gameplay purposes (e.g. slide over it/ slide under it, take cover kneeling, take cover standing and side peeking etc).
It would conflict with being a sandbox where you can just assemble any environment and properly play in it.
of those games that have this mechanic, how many have a map editor freely accessible ?
i dont see how dumbing down the "take cover" aspect would increase player count. Its not HARD to get into cover. prone/crouch exists in every other game.
And ARMA actually has a lot of stances to properly make use of each type of cover or concealment
its not about shooting/ducking. Its about game modes and total entertainment value. Battlefield isnt popular because it has great ducking or shooting mechanics. Its popular because of the game mode and fast paced action (run&gun) - and because it has high production value nowadays (graphics, interface, etc)
Dayz brought a metric ton of new players to A2 and then to standalone, simply because people fancied the game mode - not because it was executed well, or because the game had great mechanics (🤮 A2 clunkyness). It kickstarted the development of the survival genre to the mass market
Battle Royale games basically all originate from Arma 2 custom game modes -> same here.
Arma is a great platform to test out new ideas. To make it mass marketable to the couch audience however you need more run&gun and less complexity.
IMO Arma is great at what it does partly because it isn't a run-and-gun. It makes the player make decisions, execute them, and co-ordinate accordingly (though the new BF trailer graphics are sick)
Wouldn't this be able to be semi, modular, like how enhanced movement works?
at the cost of performance, for some cases, yes
the manual definition isnt only for player, its for NPC too. And you dont want npc to dynamically calculate what it can do. You want to know 10 possible locations where and how to do something, to decide what to do. Not 10 million possible locations
Men of war. I think Arma could take some hints from them.
lol, you want to compare a 2D RTS (its not 2D, but all movements and decisions are 2D based) vs. a full 3D shooter? really?
Uhm... It is almost as 3D as Arma is
Like Arma has had to fix its engine because of the lack of true 3D mechanics
But either way it fits into your description
well if it's computable then this can be precomputed and stored together with the game world or object
when the world or object is 'built', not at game's run time
Men of war is a fully sandbox game with a taking cover feature with a map editor which is freely accessible
Also men of war becomes a 3D shooter pretty quick as they have really upped the direct control in more recent versions
Can you stack bunkers on top of each other (in height) and still use them?
Can you make a tunnel underground in Arma and it work right?
you can precompute, sure, but how much storage do you want to dedicate to that?
if it's per-object then what's the problem? surely it's less data than the mesh itself
and do you want to precompute the entire map again, once you dynamically added 3 houses and 5 boxes?
yeah I see, so combining objects might add a bit of problems 🤔
its not per object. And the reason is that you can add objects on top of another, which results in a very different scenario
It is already precomputed to an extent. Buildings have certain positions programmed into their map that AI will tend to go towards.
in arma? they are not precomputed. They are hand placed by the building maker
Well that is semantics really. They are precomputed by hand.
pfff
This is why it would be good to take some pointers from men of war and work on having the engine compute these cover points on their own.
hmm, i wonder where i precomputed my car keys...
And then give players and AI the ability to do things like lean into walls
well the cover mesh can be computed at run time and cached
but at least we've got to more technical limitations of how to implement dynamic cover system for a large game world
if you actually try and implement all the "just this" and "just that" things, you will realize that its not as easy as it initially seems - and takes way more computational and/or storage space than you think
if we still want to keep it per-object, then there are a bunch of snap points on the object and the AI either can find a path to it or can't, and path finding is a more solved problem in video games
Well that already exists
Honestly this isn't that big of a problem as long as it is kept on a similar scale to what is already implimented
I would just like better cover mechanics such as leaning into walls and better AI enterring buildings
I can see bots leaning out of cover sometimes, I wonder how that works?
it works especially funny when the bot is hiding behind a lamp pole
They have cover points that they enter and lean out of
I said it here
I thought you meant 'it already exists in men of war'
do you know that it works like this because you know how objects in the game are made or do you assume how it's implemented?
All you have to do is plant down a prefab base and an AI you command and it shows all the premade positions you can tell them to go to in that prefab
🤔 I am aware of what you are talking about, I guess I never noticed that lamp poles have these positions too
And the little walls and the outside of other buildings
these are just dumb positions dotted around the bounding box of the model.
Yes
But if they made a computation process to automatically make these and make them well then we could have a lot better cover taking for AI
Then if after that they implimented things like leaning against walls and peeking over barriers then it would be something awesome
"just make an extremely rudimentary system that places dots around a rectangle into a system that covers every possibility of taking cover for an automatic cover system for players"
I never said make an extremely rudimentary system
you've said that a very detailed cover system mesh is too much computation for AI, but surely it can be done for one player
If they modelled it after men of war's then it would take in a lot and there would even be different priority for AI taking cover
if you are prepared for it not to work 25% of the time when it matters? sure...
why would it not work?
if you mean that perhaps it's hard to compute it at run time for lots of bots, I agree, but it doesn't mean that we can't compute that at run time for one player, all we need to do is check nearby surroundings for our single player sometimes, not surroundings of hundreds of bots
if youd know how many hoops i had to jump through to just get the automatic bipod deployment algorithm to work half properly in my fortification buildings....
perhaps it just means that the bipod algorithm is not perfect 
no, it means you must make certain assumptions about the world to limit the possiblities... and whenever those assumptions dont match the real situation, you get weird behaviour... Want frustrated players? make an automatic cover system that cant be relied upon for 10% of the time
for what benefit? So that players dont need to decide between pressing crouch or prone?
my initial idea was to play in 3rd person mode like in GTA
but i see your point, an automatic system like this will have to rely on objects and maps prepared better
if you think its possible - try it. Arma offers you enough tools that are necessary to try it out. Battle Royale and Survival shooters where conceptualized and tested in Arma first...
but this needs a different animation implementation, no?
BR and survival game modes are game modes, it's a different category of a modification
I could try to mess with ray casts to compute this stuff, but without animations it's quite pointless
I could script a different camera controller for 3rd person, I think
you wanted to see if your changed concepts would bring more players. If your KOTH or whatever mission you run it with is more successfull than the rest, you can say yes - you where right. So not really different after all...
I could give it a try if I knew how to do the animations. As it seems to me, the most difficult part is the animations.
There are plenty of games with the features that have been talked about over the last couple of days. If I want that sort of game then I will play them, the hours I have in ARMA compared to them indicates that at least I personally do not really want/need them. Now, the Enfusion animations, yes, want very much...
Specifically climbing and jumping which have always been weak sauce in ARMA
In a way distinct (DayZ's) from what Enhanced Movement Rework offers?
EM us a great mod, use it on all my servers but the animations are very basic and it does have some issues
great for a mod... but... you would not want to see it in a full price game. And thats also why assets/maps in modern games have all these specific animation cues builtin, so the transitions are fluid and not "stop motion" like with EM
Context-sensitive animations
Right now SCUM's jumping, vaulting, climbing over/through stuff (e.g. windows) is much better than DayZ's so hope that more work will be done on those animations for future games using Enfusion
SCUM?
approach it, then select connect to UAV terminal
or open UAV terminal and select the drone in the drop down menu
there is nothing about connecting
do the second one then
did you grab a UAV terminal?
yes
so open it and select the drone
how do i open it
mouse wheel scroll
then you don't have a terminal
do you have this in your inventory?
np.
you can play the showcase missions to learn about this stuff
i was playing campaign mode
there's a showcase mission called "Drones" which teaches you this
ok
but the campaign may not teach you that. (I don't remember)
the showcase missions are short and useful as a "fun" tutorial
@dense glade also you may have difficulty controlling the UAV for the first time. playing the showcase missions "helicopters" and "drones" is a good practice
im in campaign
how they get mine room
i tried every angle
but i cant
i killed one of them
still i cant enter
A very good game from Croatia's Gamepires Studio
yo anyone want to play some arma 3 bit new aussie so if you want to play dm me
Please use #looking_for_game , this channel is for "Discussion about gameplay in Arma titles"
Helicopter flying dodgily was after i ported mission from one map to another, nothing else adds up
So I am making a street fighting type mission and was wondering what kind of buildings or streets do you guys like fighting in? For instance the double story sandbag bunker is pretty fun to try and defend.
Replying to Fritts: #creator_dlc_discussion message
afaik 'terrain masking' has some level of implementation: https://community.bistudio.com/wiki/Arma_3:_Sensors_config_reference
Hmm, didn't know that. I've personally never seen it work. My group attempted to run a mission utilizing terrain masking and it did not work
Ground clutter works, but you need to be moving at certain speeds.
Every helo was spiked the whole time
What was the elevation diffrence of radar and heli though?
and was there actual ground clutter? Because it needs to be like map objects.
Without looking, the systems were high enough in which the terrain would have blocked the return
It was terrain features. We used both the high ridges near selakano and the hill range around Oreocastro
I would try slowing it down then. Like <100kph.
I know for a fact I butchered the spelling of those towns
Oh no worries, I get were your at now.
One would think that after almost 9k hours, I could remember how to spell the names of towns on Altis
I'll have to pass that along and get that tested
It's definitely possible I play Warlords a lot and learned to hug the towns and valleys south of the map to avoid angry AA jets. Can literally watch them fly over me and never spot me.
Is the SAM site in Oreo?
Iirc it was at the castle
fwiw looking at the Cheetah/Tigris configs, specifically their (identical) radar... it's only got a 6 km range against 'ground' targets, and while it has 100° of vertical coverage (angleRangeVertical=100;) the radar 'cone' is offset by 45° upward from the vehicle body (aimDown=-45; with no defined animDirection, instead inheriting that of the 'default' active radar)... it inherits the 'default' active radar's groundNoiseDistanceCoef = 0.5; and maxGroundNoiseDistance = 200;, so a target that's > 200 m from the ground background and still within the sensor GroundTarget range becomes detectable
Based on the BIKI it's also dependent on distance from the ground/clutter relative to the radar
For example, I just placed a Cheetah at Mike-26 just south of the northeast guard tower, facing an Orca placed on an incline so there's no line-of-sight blockage... the Orca outright does not appear on the SENS panel until it went vertical enough to be no longer silhouetted by that incline but rather by terrain behind it
@tall kindle Apologies for out-of-the-blue belated reply: if one of your issues with the vanilla radar implementation was that the info panels aren't 'pages in the cockpit MFDs' but rather hardcoded left/right 'game HUD' panels, I understand that this was a deliberate choice to allow for easy config modding
@pallid garnet hey mate you around to give me a hand with your H&M stuff, got some questions
Hello, you can start a discussion here https://github.com/Vdauphin/HeartsAndMinds/discussions
done.
I tried the Arma 3 tanks mission
It's supposed to teach oyu how to use Armor
Instead it just fucks you over by letting an enemy vehicle launch an unavoidable laser guided rocket at you
Arma's tanks are weird. Somehow tanks and IFVs can withstand three sabot shells, a round geared towards penetrating, killing everything inside, and possibly even leaving the other side still having momentum.
It was the same thing on the Gunship tutorial
You just start getting massacred by one of the three(at least) aa guns they placed
It makes so much sense. Put the thing that's most efficient at killing a vehicle in a mission that's geared towards teaching you how to use said vehicle.
I understand it's supposed to be trial and error, but arma 3 AI have aimbot so ridiculous that a player new to this vehicle is gonna be absolutely annihilated
If anyone has some tips that can help me, please share them with me
I have never played through the infantry showcase myself, it's so difficult 😄
Gunships and Tanks ironically had difficulty swaps over the course of Arma 3's lifetime following the platform updates (Jets DLC/Tanks DLC) that made the former easier and the latter more difficult.
In Tanks, make sure you're aiming at the right section of the vehicle. Unlike the pre-Tanks DLC damage model you can't just spam AP shells on any part of the vehicle to make it blow up.
Don't forget that the T-100s have Explosive Reactive Armour (ERA) that nullifies your AP shells too.
As for the BTR-K's Titans, they aren't laser guided but IR guided.
Either take cover behind the hills or take a gamble with smoke.
Bypassing the Cheetah in Gunships comes down to flying low (<30 metres) to avoid radar lock. You need to make sure that your own Active Radar is switched off too.
Watch your Passive Sensor and find the red blip. That'll be where the Cheetah is hiding. Try to get as close as possible without getting exposed and lock-on with your Skalpels.
Okay, I'll try that at some point
iirc the Cheetah doesn't have a passive radar (equivalent to aircraft's own radar warning receivers), just the active?
Yep. Active only.
Hence why it's easy to find where it's hiding since the AI likes to keep their radar on.
Way easier than in pre-Jets DLC days where the Cheetah's magic radar could see you no matter how low you flew or how far away you were.
otoh that means that you don't need to keep your own active radar toggled off to hide from the Cheetah
No reason to keep it on either though since you don't have ARH/SARH missiles to begin with.
On gunship showcase I hover high and beyond the cheetah’s range, then hit them with wire guided scalpels. Zero risk.
@flint tangle This is not the very best place to post video, also please don't post URLs without description #rules . Post removed
If you wanted to post a video, #videos_arma is the preferred place
Hey @here How do I view which dp job im currently doing. I cant remember which one im supposed to go to
@hereis disabled for a good reason- dp job?
Yes, the DP mission on altis life
You'll have to ask someone from the server you're playing on
I mean it’s not server specific but Fs appreciate it
It is a very specific question, I’d say asking on side chat is your best bet
Or maybe go to the server’s discord and ask there
Yes it is a specific question but its still not server specific. Thats the only reason I typed in here. Thanks anyway.
I mean specific as in altis life only, since you didn't mention which mission/gamemode you were playing on your first message nobody would be able to help you
, the Altis Life RPG discord is also on #channel_invites_list so they probably could also help you there if you have more questions about it
Not sure what the right channel for this question would be so im asking here.
Is there a mod that adds a tall version of the automated turrets. The grenade drone turret and the MG drone turret which only have low versions in the game
I (and clearly everyone else, as no one has answered) have no clue what you are talking about
Jekyll's referring to the Mk30A and Mk32A sentry turrets (automated variants of the Mk30 .50 HMG and Mk32 20 mm GMG).
IIRC there's no mod that has them but you can easily make one yourself.
Only caveat is that there's no actual model that has the sentry module + raised tripod combination that you can see at the base of the gun. That bulky pod beneath the turret only exists for the low tripod models.
So you'll just have to make do with reusing the model for the raised tripod versions.
Are there any bomber mods? I thought the USAF mod had some but I guess not
the old version did, but the new proper version is working on alot of stuff from the old version to update it.
Firewill is your best bet tbh
Anyone know of a Lambs AI setting, or maybe ACE setting, to prevent AI mag dumping on downed players? It’s kinda a pain if the AI just dump mag after mag on a passed out dude who can't do anything and is not an active threat.
Coming soon
Do I have to buy and install mods to play with people?
mods are free
Oh those are packs that cost money right?
DLC cost stuff, but you don't need to buy them, generally
unless the people you play with want to play with paid stuff
unless someone asks him to pay for actual mods... which is illegal
????
Hm?
Oh, I was just asking about offset sights.
What key is it to switch to the offset sight on your rifle? Also may I ask how to use the g33 magnifier on the eotech sight? Thx
Specifically the MK18 MOD 1
I also saw a YouTube having offset sights on a glock 17
Not sure where you were asking but the "????" is the first message on here lol
Lmao
Usually the keybind to toggle magnifiers is done by CBA, using their own keybind, so it’s all properly animated and stuff. RHS also has its own special keybind for toggle magnifiers, it’s bound on the pause menu itself. Pause-configure-keybinds-CBA from memory. When it comes to offset sights those are usually your normal/ base game ‘toggle backup sights’ keybind rather than CBA’s as in, for example, Gold LPVO’s, SMA’s offset red dots or CUP Elcan Spectre’s angled backup iron sights.
Thanks lad. Appreciated a lot
So it turns out you can slingload hostile vehicles even when they have people in them, when being dropped these vehicles dont take damage
Hey everyone this is just some gameplay from my youtube channel and it is my first attempt at trying to create a single-player mission in Arma 3 so hope you all enjoy
Hello everyone is there anyone with experience is Aero Naval Joint Operations?
PM me
Does anyone know how to fire CUP's version of Javelin? So far I've only met people that have been trying to figure it out for years.
best place to ask would propably be the cup discord
Do AI or players who get in your heli weigh it down?
So like if I put abunch of max weight kiddos with heaviest armor etc will it lower the strength of the heli
nah
Sick
You could script it easily if you wanted to, but it tosses AI flying off.
looking for sumbody to teach me
!gettingstarted
If you're new to playing Arma, its recommended to have a read of #info_help_tips and especially the getting started guide (https://community.bistudio.com/wiki/Arma_3_Getting_Started).
Those resources will provide you with a good way to learn the basics of playing Arma 3 in both single- and multiplayer.
Hey someone know how use a magnifier ( what keys) beacuse i don't find
Which mod. It's not a vanilla Arma 3 feature
anybody know how to use the MCLOS missiles in MCLOS mode? does a pawnee have the ability to use MCLOS missiles?
i.e. just steering the missile myself?
whats a good EOD mod???
I recommend asking that in #arma3_questions as thats the appropiate channel!!!
Just a note for anyone reading: If you ram a Nyx head-on with a Gorgon hard enough and push it against a wall..you can cause it to explode like a Ford Pinto and survive with minimal injuries...
Are ther any rules in our server
Getting stuff to explode in Arma has never been difficult...
You wanna know how to blow stuff up in arma?
Here are my steps
- Load up the game
- And enjoy the fireworks
How can I share Arma 3 tools across two different accounts ? I'm a separate account for mods
what do you mean by share? Just log into the steam account that you want to use
Also #arma3_tools better than #gameplay_arma ?
wrong channel ill move to tool makers
Any ability to attach explosives to boats from underwater? I found an old script from 2013 that mimics an explosion, but curious if there is anything more up to date?
Maybe take ACE and strip it down? I know it lets you attach lights/strobes to objects
Warrior
Lookig for someone to chill with 14+ i got missions set up
It is not. Also, not funny joke
IDK where to ask but does anyone know of like a 747 or some sort of big plane that is enterable?
I don't think there's any enterable civilian aircraft, I could be wrong though
Enterable like flyable? Or like for CQB
suppose hes talking about cqb
hi
Yea CQB
don't know of any offhand, arma's not really a cqb game as much. Also might be too crowded to really work with arma. but what do I know
Although either Island Panthera, Island Lingor, or Fallujah might work
Also, look for "large civilian ship" on the steam workshop. Terrible AI pathing, because it's insertable, but it's still a ship you can use
There is a civilian planes pack
@nocturne shale he means for like cqb I think
Oh
@nocturne shale Thanks for the idea though. I did actually need some civilian planes, plus the kc-130 that guy made is perfect
ye, it's a good pack
Why thank you
anyone know how i can download server mods when just clicking on connect
When you join a server via the launcher server browser, you get prompted to download missing mods from steam. This does not work with the in game server browser
@finite mason
I'm new and would hella appreciate it if someone could add me and show me the ropes of the game??? Pm me
I am doing some testing for high altitude cargo airdrop with the C130. Does wind speed and direction vary at different altitudes? If anyone has done any testing on this or has any insight, hit me up. I would love to pick your brain a little
probably constant,so no,it does not change
I'm guessing rules need to be read in order to know to keep posts in 1 channel
i agree on some way,but a question either way has to be explained
Anyways,has anyone check before the RHS and CUP SVO mods?
Hey! So I'm new to the game and I'm wondering what types of servers you guys recommend for me to join if I just want to be an air to ground jet! :D Any info would be greatly appreciated!
If you're new to playing Arma, its recommended to have a read of #info_help_tips and especially the getting started guide (https://community.bistudio.com/wiki/Arma_3_Getting_Started).
Those resources will provide you with a good way to learn the basics of playing Arma 3 in both single- and multiplayer.
I have actually! :D I have spent around 9 hours just messing around in the Editor and now I want to join a multiplayer server and help as a air to ground fighter! But I have no idea what type of server would let me do this.
official warlords once you earned enough CP to purchase a jet
Alright, thank you! Any tips for earning CP?
help your team to capture as many posts as possible and kill as much enemies as possible 😉
Ah, alright! I'll try it out soon and hopefully have some fun!
Lone Survivor Scenario https://youtu.be/1HKX_ayoGwU
not sure if this is the correct channel. you're better off posting this in #videos_arma
Greetings, fellow people.
What´s the "best" vanilla rifle/Primary for mid-long range accurate support fire?
Best as in, actually somewhat accurate if you can aim, and some effect on hit.
Dont all of them fill the role pretty much same way?
its more about whats available for different factions
MX for non-DLC. SPAR-16 for DLC (Apex).
AK-12 (Apex) also technically meets the requirement but it has more recoil than the SPAR-16.
Just keep in mind that all of them aren't going to be very effective beyond 500 metres even with a marksman/sniper optic.
Better off just grabbing a DMR like the MAR-10 (Marksmen DLC) or Mk18 ABR (non-DLC) for those ranges.
I see. Thank you.
And yeah, im looking for something thats still effective at around 600m, preferably something able to be fired in bursts.
Im peeking through NIA, cup and sma stuff, but the rifles dont seem to really do much different there, apart from the obvious long barrel -> range/accuracy stuff.
SPAR-16S hands down.
MXM and MX SW close behind imo
Thanks.
I don’t think there’s any burst weapons that could do that. But if your looking for a good DMR, the KT AR10 6.5 CM is real nice.
I do mean guns that have full-auto but can be burst fired somewhat.
And the MXM as well as the Spar-16s feel pretty decent, thank you.
What is the 6.5 caliber modelled after in agme?
The LSAT caseless ammo I belive
Has anyone flown Helis in Rising Storm 2? How would you compare it to Arma?
To me it feels like you fly tanks there in comparison to this game
anything that isn't a 6.5 or over you can just disinclude that from the choice bro
Shooting 556 against anything with a bullet resistance value feels like chucking small pebbles.
But 556 compensates with rather many bullet friends for weight, but also seems to have lackluster performance at range.
6.5 is pretty much the expected middle, doing better at range and all, for more weight.
The mxm seems to have higher velocity than other MX series rifles. o0
762 seems really depending on which gun is used. The mk14/Mk18 rifle variants dont feel even remotely similar.
So far, ive had pretty good experiences with the MXM and the Spar16S, as well as the LIM-85 and the MK200.
Though the 9.3 chambered rifle is pretty dope, its way too heavy.
Same for the SPMG and the Narid MG.
Anyone know of any good Bradley mods out there? I know of Cup and RHS, but wondering if there are any other mods doing maybe some different variants of the Bradley.
Make sure to have Advanced Flight Model on to simulate it as close as possible to Rising Storm 2. Admittedly i've never flown in that game, but from what i've seen in the past from gameplay and stuff, it should be very similar to AFM (Advanced Flight Model) in Arma.
Otherwise, the SFM (Standard Flight model) is as basic as you get.
Obviously it also depends on what helicopter you're flying. The "Tankiest" helicopter with the most weight on it is the Huron, although it is an absolute bitch to master (I've probably flown it a good 50+ hours in actual Operations and i've still yet to call myself competent with it)
Has anyone had a chance to test arma3 on windows 11? Does performance change at all?
it will have 9001 Fps 😮 running on a i3 with no Graphics Card or Ram
i get 29 fps
i havent seen a change
Lucky
Whaaat? I average 40 no problem with an AMD R9 200 series with almost max settings
More like 35 with mods though
you guys are getting frames?
oh yeah
same here, used to have a r9 290 series i could run max, i upgraded to 16gb of ram and it improved from 40 to 60 with over 34 mods [ around 50gb ] and it ran 60 fps smoothly.
upgraded to a 1660 super and i'm running around 70-80 average.
I use a 1660S and I run around that average but with like 20mods
Without mods I run straight 90fps
i have an rx 580
Yeah, I've only got 8 gb. Planning on an upgrade soon though
Also my monitor is terrible, which may detract from the look
MX130 (2GB), 66 mods and 60 people don't make for a nice time. Roughly 10 FPS and sometimes less at times.
Is there any antistasi / liberation mode made for IFA3 that we can put on our server?
Something like where we would play as French partisans or Armia Krajowa with antisasi mode or playing as US forces in Normandy with liberation mode
Yeah I run it but I don’t know what my performance was on win 10
What FPS are you getting now?
I have an i7 8700k and intel jud 630 I can get about 60 fps on 1080p with ih medium settings
Is aram3 still worth it?
yes
Just finished a 4 hour session. was fun. So Id say money well spent
Although I have spent it a few years ago already 😅
it was worth it even at full price, and with dollar being worth 120% compared to today
i-7 9700kf and a Zotac Gaming RTX 2060 with 16 gb of 3000mhz ram i easily get 80fps+
There's zero point listing out FPS + hardware without also stating what resolution and rough idea of settings? I'd venture to say even the worst PC could get 80fps at 640x360 with view distance set to 200m and low textures etc
At the same time, if I say I too get 80fps+, it doesn't sound too impressive if I leave out the fact that this is at 4K, with almost everything cranked to high
and #hardware_vs_arma is the best place to discuss hardware vs performance
i was just stating what specs ive got and how the experience is for me with those specs, i know 80 fps isnt crazy impressive, i do get much much more than that but 80 is my low so i put 80+
That wasn't the point I was making...
i know, correct me if im wrong but you were stating how i didnt state my settings and resolution, im on ultra high settings and 1920x1080 resolution
im trying to get into a roleplay scenario, im new to the game but have the basic controls down, want to learn more tactical communication and a real life like game play. no former military training. contact me if you are willing to give me a shot.
I think I can help you out. give me a DM
Is there a method to prevent AI walking through objects placed in Eden?
I placed wooden walls in the ghost hotel on Altis and the AI just phase through them
No, ai pathing in buildings works like that. You can't block it.
put a landmine in front of it. That'll teach em
all good, DM if me you want any help?
I hope with this game going on sale it will bring in a lot more players
Do you think adding a spray-paint option to weapons in the Virtual Arsenal (similar to vehicles), instead of having 3-4 Variants of the same weapon, would be advantageous?
Not sure if that's possible with the current engine
The AMF group have done up exactly that. It requires compat config mods but it works exactly as described
Can you link any of this?
it's for the ACE arsenal but here you go https://steamcommunity.com/sharedfiles/filedetails/?id=2522640148
Thank you
That's just more variants of the weapon.
Went from a laptop which could barely manage 30 fps on high ish settings to basically all ultra at 70-90 fps on a desktop. Now I can enjoy ARMA at 90 fps and watch my death at 90 fps
What was the old slogan on the packaging of Operation Flashpoint - "If You See The Flash, It Is Already Too Late" ? 30fps or 90fps, it doesn't change the speed of a bullet 🙂
Are there mods out there that reintroduce the DayZ mod soundscape into arma 3?
No. There is a Arma3 dayz mod but no idea how far ahead it is
I am building a mission where I want that DayZ feeling of being in a desolate place. The sounds are on YouTube. But I have no idea how the logic behind playing them was since they werent just played one after another.
Do you know the name of that mod by any chance?
Arma3 dayz
Thats probably the worst possible name if you want to find a specific mod. 😄
They were played using triggers weren't they? Entering different areas triggering different environmental sounds - easy to do in the editor
Im not sure how it actually worked. Since its a Zeus Mission I just realized that I could also play them manually whenever fitting.
Hey does anyone know of a good Blackhawk campaign
How do you use your bandages I stay bleeding out can’t even get pass part 2 of campaign
I’m so not ready for milsim
Context? If vanilla gameplay, use scroll wheel to select/activate to heal
Vanilla?
There's no bleed out in vanilla (unmodded) btw. You can remain at 1% health for an entire mission and still move/shoot.
Bleeding out only happens if you're running a "realism" mod like ACE.
I did join semi milisim and had to download mods could that be why I can’t use my bandages?
Probably. ACE changes a lot of things in vanilla, especially on the medical side.
There's only two medical items in vanilla anyway. A First Aid Kit (yellow packet) and Medikits (black pouches).
So if you have bandages then it's definitely from a mod.
Sob
Vanilla = no Mods
so you cant heal yourself from inventory?
lol i dragging all type of bandages to the ground
ive been on console all my life you all would have to excuse me
sounds like you are using the ACE mod.
so "simple" healing if not configured for that
you need some of you folks the help you on when to use what medical supply for what injury
it's "complicated" for new players
i only get shot once. i need someone to heal me for that?
and its single player campaign
it depends on the pre configuration of the mission. in some cases a full treatment can only be given by a designated medic
did you load mods?
yes i joined a semi milsim
then ask them for help
heard
dont run mods with the campaign
^ especially game changing mods like ace will break the main game campaign @oak laurel
since you cant do some objectives in the way the game expects you to
Ahhh thanks guys
There is "ACE Singleplayer" that has some stuff changed, and it makes it compatible with main campaign
Hey boys what’s one of the best SERIOUS most realistic Muslim units
What are tha changes
would anyone know how to find altitude in ace advanced ballistics without the vector 21? trying to snipe some people off a tower
You can enable and disable anything and everything with mods, you dont need spare mods to change stuff you are able to do it yourself and refine it exactly as you want
The issue with specifically the Medical and Stamina PBOs is that they have effects that cannot be "turned off" in settings, and as such will always be running some functions which can cause issues, and the only way to not have them running is to remove those PBOs. The obvious answer is to just remove those specific PBOs from your install of ace, but not everyone wants to or knows how to do that, and there are other parts of the mod that are dependant on those modules that would also need to be removed, which may not be clear or obvious for someone not experienced or wanting to do that
Interesting, I have Advanced Fatigue disabled for my unit and never ran into any issues even after reading server RPTs. But I'll take your word for it
the main thing it does is that it messes with animations, so while it's not the biggest compatibility issue, if you run something that messes with animation speeds through scripts it will work for a second then reset it self
i see, thanks for the reply
So has there been any effort to port the enhanced models/new voice actiing from Operation Flashpoint Elite to PC?
The XBOX version of Cold War had all new models and different voice actors
Not even sure if it is allowed since we don't have such Licensed Models which we can use
I'm gona take an educated guess and say no it is not allowed
Shame, I'd like to see the new models and voices but don't have an xbox.
Where those improved models? I can't say I noticed ...
https://images.gnwcdn.com/articles/a/6/2/2/4/8/3.jpg they might be somewhere near A2 detail level
would not really look especially hot in Arma 3
even if it was allowed it might not be worth the effort
I guess I never played both versions side by side to see the differences
I just think it'd be cool to have the updated models in the pc original game
Since they're stuck in a super obscure port that's not available digitally
As either a mod for the original or a PC port of some kind.
Oh there's a seperate section for older titles, didn't see that
Hey does anyone here use ace3 medical?
Need some help with treating a dude
he went unconscious, heartrate is dropping (slowly) its going up very slowly
epipen & cpr doesnt seem to work
Did you give him morphine? If he was in shock, morphine would have removed the pain that was raising his HR, and then lowering the HR moreso. His HR will remain low until the morphine is out of his system
Yes
Tourniquet -> elastic -> morphine -> 500 ml blood iv
seemed fine and then he flopped over
gave him epipen and started cpr
repeated cpr around 10 times, his bp and hr are going up
CPR doesn't do anything to a patient with a HR
also, did you give him the epi on the limb with the TQ on it or a different limb/the TQ was removed?
i removed the tq after the bleed was gone
sometime after the elastic bandage & blood IV was set
also note ive used epipen twice, if that helps (in hopes he would wake up lol)
then yeah, nothing else you can really do. and without knowing anything else there's nothing more I can really help you with. personally the default ACE medical experience is just overly cruel, but I've only used my group's extension, maybe try out something like Pharmacy
Well
on the flip side, his vitals are going up
heartrate & bp are going up
dont know if it'll stop though
i do have adenosine too, that'll calm it down right?
nah, that does nothing
doesnt adenosine counter epinephrine?
it does
so like, if epinephrine raises heartrate
wouldnt adenosine lower heartrate?
Imagine a M777 howitzer that required a full crew and coordination to operate inside of arma o_o
I’m talking a reloaded a rammer swabber ect ect on a large static artillery gun
Heyy, can I have a noob question? I'm playing a lot of liberation and doing pretty good even when I'm solo online. One thing I have issues with is clearing buildings. When I know there's someone around the corner but there's no way to flank them. Is there any better way than peeking super fast and hoping I get the dude before he gets me?
From my experience so far the AI just holds the corner and waits for me to peek. It's pretty okay to peek and get a quick shot in but there has to be a smarter way lol
Grenades, trying to just fire in the general direction without suppressor to make ai react, throw smoke, fire through barricade/wall with higher caliber weapon
It's usually best to get an explosive inside the building (such as a grenade of some kind) in that situation.
Thought so, thank you. So ideally I should park a tank outside the house or take my attack helicopter for a ride.
If it is an option, I would rather HE a building with a tank shell than actually go inside it.
Sadly usually not since ARMA 3's campaigns are very reluctant to give you tanks
I play liberation. Have no issue saving up enough stuff to buy a attack helicopter or a tank and then don't use it because I'm worried I'm gonna get shot down lol.
Hey how do you disable PIP with scopes?
or at least tweak it
https://cdn.discordapp.com/attachments/709497990645153794/950567578365988875/unknown.png here's what it looks like for me (Tier One mod, this PIP system also goes for mods like CUP)
why is koth completely unplayable?
oh cool
a server with 40k people in it thats dead
you are probably doing something wrong like play on server that has bad ping (is too far) 
theres only 1 arma 3 server
no idea what you mean
i cant connect to any other koth server?
nvm
doesnt quickplay select the one with the lowest ping already?
dunno never use it myself.
I use solely the launcher server browser
best option as it sets up server required mods too on startup
what did they do with the money system?
is it still play to win or just lower fps argo?
I think im uninstalling again
this is awful
yeah id love to go 1:12 and have no idea why
have 30 fps
and deal with retarded mechanics like
why do I hobble for 10 feet after I get out a helicopter?
why did I get shot in the back?
and my personal favorite
never adsing
why dont you guys just play argo?
Sounds like Arma is not game for you then
i have 1 fucking hour in it
nvm
16.3
how many forms do I have to read?
do I have to study for an exam?
I got nearly 6000 
you complain way too much. I think that gets in the way of being able to enjoy it
well its not from everyone
getting out of a helicopter and immediately dying for 20 minutes is fun
you probably play it wrong.
less complaining more git gutting
lol there is no gud to git at
well obviously there is since someone shoots you
very fun playing for 2 hours only to ads and shoot 2 people
KOTH or whatever is not the only way to play
its bots or some other game mode thats literally the same thing

So with SOG adding melee, what are the chances melee becomes a thing for main ARMA?
Operation Flashpoint had some cut unfinished melee attacks accessible via the editor
If you mean vanilla Arma 3, almost none as the game is in de facto EOL. The next game on the other hand...
I dont really care much about melee.
I´d love vanilla throwing to be adjustable in range, let me roll instead of high-arc throw, etc.
Yeah that's something I miss from Flashpoint, Armed Assault and ARMA 2
I dunno why but ARMA 3's grenade throw feels even harder to throw than them.
It feels more like a COD grenade throw than the throw of the previous games.
(Since holding down the fire button did let you adjust the throw height.)
I am not a fan of ACE, for various reasons, but the throwing of that mod is sooo good.
I've not really used ACE myself yet.
I just wish grenades were more like the original games.
I don't mind being able to throw grenades straight for grenading buildings but it completely replaced the original high throw
I just want to be able to lob grenades.
And perhaps punch Miller in the face a few times.
so, for those who play arma 2, can someone explain to me, why a full skilled ai us marine with a javeline refuses to follow my order and attack a russian bmp 3?
He's a pacifist who only signed up for the free college education but found himself sent to fight in a war that he doesn't support.
understandable
more seriously though, player controlled AI can just be really buggy at times. Maybe someone else knows of a way to fix that issue, for example making sure the AI has the javelin in their hands first
Yeah the AI is unreliable when dealing with tanks
In any ARMA title I'd say it's usually best for the player to do it themselves when possible.
The Editor is hella fun
any of them
If youre going without mods, the campaign is pretty good, Apex dlc gives a nice-ish coop campaign, while you can also play the vanilla scenarios and perhaps the firing drills.
Modded funstuff would be, for me, short maps like the ..terrorits hunt-village/factory map, or persistent stuff like the liberation maps.
I actually forgot:
Where/what mode/campaign is that "partial" free-roam thing you get to drive out of your base and do stuff in vanilla?
Act 2 of ARMA 3's base campaign
Thanks ^^
DRO missions are also good to play
If anyone is keen to test a pvp modded mission between the Taliban and the US in Takistan please PM me for more details
I've done powerpoint briefs every now and then, but once the novelty wears off its pretty boring.
naw i mean like intentionally bad ones
u know, like the meme DoD US army powerpoints
@stoic cobalt do you want death by power point cause that's how you get death by power point
Excuse me, which vanilla weapon sights are thermal-usable?
As in, when using a NGV/Helmet Thermal , which sights have a visible reticule?
I think what you are asking for is the Nightstalker sight.
Nope
I mean a sight i can use while having thermal sight from nvgs or the special helmet.
E.g. if i use the special purpose helmet, i cant see the reticule of sights in thermal.
x.x
Some of the RCOs (ERCO, ARCO) work at least a bit, but it's not optimal
RCO seems to work-ish
with the caveat that the reticule only works if youre aiming at something thermally active.
ERCO has been the only one I've found usable. But I don't really like the thermal NVGs. Either too OP, or you'll fail to detect something like a parked BMP, or waltz into a bad spot obliviously cos you couldn't see the environment around you.
Against AI, i shall be thermal
and its really messing with depth perception and actually noticing the terrain features for me.
No idea if the BetterIR mod does affect that, though.
There are compromises with IR. One of the reasons why most scopes just don't work is due to the fact that glass is a very poor transmitter of infrared wavelengths (those movie scenes where IR is used to see through a window into a dark room, or through walls, are science fiction). Therefore optics need to be made from other materials (e.g. Sapphire) which is horrendously expensive, so you won't find it on 'standard' scopes.
CUP´s eotech sights work.
Find a mission that uses that map or make one in the editor
Hello! Question does anyone have more information about cluster bombs pylon payload?
How do i properly use them for some low altitude cas as sometimes whne i drop them they trigger faster than normal and don't hit the target, can I get some tips please? 🙏 thank you very much
I do think the cluster bombs have a minimum altitude for properly cluster pattern deployment.
Does enhanced movement cause lag if there is too many people in the operation using it time to time?
everything is possible yes
I don't think so. everything in that mod is local as far as I looked
Can’t find any good scenario / multiplayer or campaign missions for modern US conflicts
Why not play the NYC map? Granted, there´s not military, but there´s plenty of shooting and third world stuff.
oh im dumb
holding shift when driving the kart makes it go faster?
i got 2:37 on Kavala Chase without ever holding shift lol
need 2:34 for gold
holy crap its so much faster this way
lmao did it in 2:20 with the shift button
ez
Terminal Velocity is way too hard :X
keyboard pressing W on gravel the kart goes spinning
ok nevermind this map is all about not crashing
got silver medal while crashing like 6 times
i think im in the wrong channel 😄
Arma can be many things indeed 😄 thats the beauty of it
I guess the correct channel, but has there been any attempt at creating a more control type of modification for the Zeus, thinking of games like Men of War/Call to Arms/etc. Where the Zeus has pretty much direct control of where the AI goes, and if they stay there
I know for example that there was/is a mod that allowed you as a SL to order AI to a specific point, against a wall for example, and they'd stay no matter what, listening to orders to the dot.
I do have quite a lot of config and little scripting experience but I'm wondering if it's plausible to do such a thing for Zeus, for AI to go to this particular wall, or corner, or position, for vehicles for example to move forward 10m, then move back 10m (simulating firing from a position, then going back), without the vehicle doing 360s and going left-right
It seems like it's plausible in some cases when you're an SL, or if you turn off a bunch of AI features, but I don't know much about the Zeus interface, I guess this is more of a question for guys who were dabbled with Zeus or AI behavior by any chance
But I think this type of "more direct control" like in MoW/CtA games would give Zeus roles a lot more power and ability to make sessions interesting
That sounds a lot like VBS3/VBS4 Control AI, although for individual AI entities that was limited to moving and shooting
@dense gladei think the ARMA 3 idiom is to just use direct control of AI units for that
There was one RTS mode for ARMA 3. And many that have first person strategy approach (BECTI etc)
The only issue I have with using direct control is once you stop using it, to for example use it on a different unit, the unit will start to wander around, do what it wants, and that also means you can't do coordinated moves with AI really
In a way I guess the goal would be to make the AI dumber, kind of like when you disable their PATH ability
So it would esentially be what it is, AI without the PATH, and somehow to have the ability in the Zeus interface to move the AI around directly
Actually I have the game editor in the background now 😄
Ah you can't send media here, but if you've played MoW, or used the mod for Arma, for direct control as an SL (I can't remember the name) you'd see a highlight of where the unit and how it would go
It sounds like a ton of micromanagement
You should make feature requests for ARMA 4 🙂
True, but I think it's managable up to a platoon sized formation (or so it is in other games)
And Arma going past platoon sized, tends to get laggy anyways 😄
Enhance the bot AI & GUI for pathing etc so it seems more coordinated
There's ways around the lag, I've seen 100 players or bots beyond that scale and it was rather playable
But parts of the community have difficulty supporting that, some groups / modes have very good mechanisms though
Maybe something for Dedmen + guys when they work on upcoming titles
I think it'd be a low priority, that's why I'm testing the waters to see if it's feasible, since what I'm thinking is actually removing features from the AI, to have them more obedient to Zeus
This would really only be a 'feature' to be used with a Zeus who wants this much control
But would allow for a lot more fines, a lot more realism and low casualty, more intense combat
Yeah, I think better AI for less micromanagement hassle (I do a fair bit to compensate for their silly driving) would be generally more useful
Yeah that's why I'd want to mod it, I realize this in many ways would be very specific to only this type of use, and it'd be completely useless outside of this situation
What do you think of the editor and pathing with that for making larger coordinated assaults?
But I don't think Arma would allow for that large of a change for the AI, I have tweaked it a bit, made AI engage at longer ranges, tweaked around with accuracy and all
Have you tried scripted triggers etc
I've definitely tried a lot of ways to simulate that, especially in assaults on positions and amphibious operations, but it never quite does it justice
If you'd need the AI to cross a larger distance in unison, they go out of sync really quickly
That's why a Zeus approach, would yes, require a Game Master willing to suffer, but would also for that dynamic in-game control of such things
My brain is telling me this is a far-fetched idea by all means, and especially since I mostly config things rather than script or deal with much AI, but my heart really wants this
AI acting more in a coordinated fashion with nearby friendly units would be quite cool
Depending of course on their tactical skill level and such
Even when I do get it to work in the mission editor, the AI often suffers when encountering players a lot, even if their equipment is better, and even in cases where they have a vehicle that should be a huge force multiplier
It ends up quite a lot of the time in the vehicle going behind a building and not able to provide cover, and the infantry lollygagging in the field
And then in order to "equalize" the situation, you are forced to either use artillery or just a lot more AI to compensate
Base thing is the AI isn't very intelligent. I wonder if deep learning would make business sense yet to make it behave in a more natural / dangerous fashion
I know some game studios are vested in deep learning, Space Engineers I believe
Their movement seems pretty random, they stop and keep shooting ad infinitum, or randomly head into some direction (I've been occasionally been nasty flanked by them btw), usually regardless of what friendly AI next to them is doing
Although I think they have a tendency to wander into the same direction as a group
Which is 10x better than completely random 😄
Of course, and I've noticed that retreats are not an option
Even if I try hard, and script it, it's often far too slow, and in other times, they just advance until complete destruction
I also have some vaporware thing that looks a lot like this that I've been working on recently, but arma AI has way too much of a mind of itself to be able to get what i want, compared to Control ai or so
Yeah that's not quite what I want, though it is a good mod
I'm wondering if what I want could be achieved by disabling aspects of AI for starters, especially the "mind of their own" part
very difficult
i actually worked on ANOTHER (i have many) vaporware thing that was based on a mow mod 😄
where the idea was you could do the direct control E like in MOW as gamemode
https://steamcommunity.com/sharedfiles/filedetails/?id=1255009669 the idea was this
but again way too much AI mind of itself with no correct control
One can always dream 😄
I'd love to have MoW/CtA level of control over AI to make things interesting for players
Right now the second the AI knows players are around, my input is fairly limited
Especially with use of armored vehicles
that is kinud of the point of the platoon leader though?
to have more direct waypoint access
https://dl.dropboxusercontent.com/s/aq8uvqdotzrsvwx/arma3_x64_2022-02-19_20-53-34.mp4 this was trying to get some okayish bounding overwatch
but the second you add enemies https://dl.dropboxusercontent.com/s/6rxaovacrmk5fzm/arma3_x64_2022-02-19_22-10-23.mp4 it goes to shit even with almost all the AI behavior turned off
https://dl.dropboxusercontent.com/s/6vkgeoipfl5err4/arma3_x64_2022-02-19_21-42-34.mp4 sometimes it would work like this, which is about what i wanted with my behavior, but 50% out of time it would just not work
Yeah I mean that mod is definitely an improvement don't get me wrong, but I was fantasizing rather about a system that is as good as MoW when it comes to controlling AI, kind of like an RTS, where you can order individual soldiers and they do exactly as you say
yea you cant
