***ArmA 3 Thread***

Can anyone recommend some good SP missions?. I've tried a fair few from the download section on Armaholic, are there any others out there?.

Ta. :)
 
I'm getting this error when I try and play many SP missions downloaded from the Armaholic downloads section.

You cannot play/edit this mission; it is dependant on downloadable content that has been deleted.A3_Soft_F_Ifrit

I've searched the forums over on Armaholic and Bis and Googled this and there are references to the amendments made to the A3_Soft_F_Galkin error with SP missions which say the mission.sqm's need changed to reflect the namechange but I can't see anything which refers to the Ifrit error above?.
 
Yup, they changed the classname of the vehicle so any mission with the old classname will throw that error up. Easiest way of fixing is to open the mission.sqm up with Notepad++ and change the class names.
 
First to change is the ref to what addons are needed.
In the addOns[]= section:
Replace "A3_Soft_F_Galkin" with "A3_Soft_F_Ifrit"

in the addOnsAuto[]= section:
Replace "A3_Soft_F_Galkin" with "A3_Soft_F_Ifrit"

next we need to do a search for "Galkin", when you find a ref to anything with the Galkin name in it, replace it with the IFrit equivelent like so:

From:
Code:
class Item1
		{
			position[]={3015.1987,9.5831432,5508.4629};
			azimut=-70.427902;
			special="NONE";
			id=55;
			side="EMPTY";
			vehicle="O_Galkin_F";   //Notice name of vehicle here...
			lock="LOCKED";
			skill=0.2;
			init="this allowDamage False; this exec "ammo.sqf";
		};

To:
Code:
class Item1
		{
			position[]={3015.1987,9.5831432,5508.4629};
			azimut=-70.427902;
			special="NONE";
			id=55;
			side="EMPTY";
			vehicle="O_Ifrit_F";    //Notice name of vehicle here...
			lock="LOCKED";
			skill=0.2;
			init="this allowDamage False; this exec ""ammo.sqf"";";
		};
 
Not sure what the latest update did but I was getting blown up by mortars last night. Also discovered it wont me stay prone on a steep hill, I guess because head is below my legs but high position low profile is obviously required for sniping so that sucks

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Made my own mission in 5 minutes but some spawn underwater :o, with boat
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lulzsec ?
D73500470FE710D9AD7ABBCDBBF8E01163B6F8D2
 
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Changelog from the last update:
CHANGELOG

DATA
Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
Comprehensive lighting tweaking (details)
Environmental tweaks: sun, lens flares, material changes for changed lighting
Lights optimization
Lighting tweaks for vehicles (headlights, positional lights) and flashlights
Increased light intensity of muzzle flashes
Added: dedicated combat radio protocol
Added: dedicated stealth radio protocol
Fixed various radio protocol issues
Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
Alarm sound now also configured under CfgSounds, as “Alarm”
Improved Ka 60 fire geometry
Various types of lights on the Ka 60 improved (placement, parameters)
Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
Adjusted mass distribution of MH-9
Fixed: Position lights of helicopters have been adjusted
AI helicopter handling improved
Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
Speedboat (minigun) now uses correct muzzle points
Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
Tweaked MRAPs' maximum light radius to improve performance
MRAPs should have tracers every third shot now
Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
Launcher AI settings and weapon performance configuration tweaked
Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
Material penetration properties modified
Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
Holosights have been replaced by ACO for Katiba
12.7mm HMG Rate of Fire fixed
Tweaked missiles for AH-9 to be better used by AI
Adjusted DAGR locking cone and adjusted its AI characteristics
Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
Fixed: MXM and MX SW handles have better materials
Range Master character added
All chest rigs should be of better visual quality
BLUFOR marksman's has changed its color to match his uniform
Removed hand grenades from helicopter pilots and crew
Diver UW magazine count modified
Automatic rifleman shouldn't have a tracer round every bullet anymore
Removed little cubes from BLUFOR rifleman's right wrist
Fixed: Missing texture of backpack has been re-mapped
Movement speed tweaking and unification deployed
Various little tweaks and fixes on common houses
Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
Added numberOfDoors parameter to structure configs
Added numberOfHatches parameter to structures configs
Reduced durability of reflectors and markerlights on structures
Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
Last / distant LOD for plants improved
Fixed: various bush material / alpha shaders
Smoke shell effect tweaked
Rocket effects tweaked
Blood hit and fire dust effects tweaked
Added small settlement near Kamino firing range
Stratis bridges improved for characters and vehicles
Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
Tweaks to Stratis lamp placements
Fixed: Sandbag barriers adjusted on Stratis
Added: New system for displaying scenario overview information
Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
Added tooltips to CListBox and key presets
Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
Welcome Screen no longer shown for new profiles made during the same session
Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
Added: Debriefing now shows number of respawns instead of reverts in multiplayer
Fixed: Quick command linked to the old communications menu
Added: Correct cursor for supports communications menu
Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
Added: Communication menu manager
Function BIS_fnc_objectsGrabber would sometimes not close the output Array
Fixed: Functions viewer was not working when launched from mission editor
Added: Adding new control presets and their tooltips
Fixed: Notification area is now wider
Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
Field Manual Commanding / Move hint improved
BIS_fnc_arrayShuffle added to functions
Fixed: BIS_fnc_infoText was using obsolete sound
Added: A notification is displayed when a new communication menu item is added
Fixed: allowFunctionsRecompile description.ext param had no effect
Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
Optimized: BIS_fnc_selectRandomWeighted
Added: Variable header added to local functions
Fixed: BIS_fnc_sortBy ignored entries with duplicate values
Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
Fixed: Chromatic aberration remained when camera was launched from the pause menu
Removed: pauseOnLoad.sqf redundant script
Optimized: Module framework now loads modules significantly faster and takes less time during a mission
Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
Added: Error message will now interrupt loading screen
Fixed: The default editor template was still calling functions
Fixed: Feedback FSM optimization
Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
Added: Correct ETA for mortar support in SCUBA mission

ENGINE

New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
Updated to Physx3.2.4
Fixed several MP synchronization issues
Fixed several crash opportunities in SP and MP
Several inventory interaction and stability fixes
Removed destroyed buildings from PhysX simulation
Fixed: Wheel speed in damaged or destroyed state
Dynamic light influence to AI visibility tweaked
Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
Fixed: Hard limit usage while performing light sorting
Added: New hard limits implemented into particle lights
Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
Fixed: Starting scenarios from subfolders did not work correctly
Fixed: Audio distance curve
Added: Radio filter / effect
Fixed: MX UGL had a displaced crosshair
Added: Loiter waypoint
Fixed: AI will not eject before player
Fixed: Taking additional ammo for pistol would play reloading sound
Fixed: Certain magazines could not be moved to another container from backpacks
Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
Fixed: Texture flickering on wrecks
Fixed: Tooltip crash in MP sessions listbox
Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
Added lbSetTooltip script command
Removed redundant CfgFirstAid >> firstAidScript
Small optimization of face mimics
Fixed: enableFatigue command was not working
Fixed: Manual control for locked missiles works again
Added: Most detailed shadow lod is now displayed in view pilot
Fixed: Helicopters engines now are damaged correctly upon contact with water
 
I don't know if its of any interest to anyone but the devs made a 90 min stream this evening showing the basics of mission editing whilst showing off a fair bit of upcoming beta content - Link

There's some useful stuff in there for those like me who know little to nothing about making missions. For those who know their stuff or simply can't be bothered to sit through it all I'll try to summarize the beta related stuff here:

- Brief demonstrations of new OPFOR LMG, 3d scopes, third 'green' faction, transport truck, Commache and Mi48 gunships, handheld AA, stance indicator, 3d editor and steam workshop integration. Also, whilst not featured there is a teaser before the beginning of the stream showing off a transport chopper. Looks like a merlin but apparently is only 'inspired' by it.

- Beta should go live 2-3 weeks after E3, however the content will be released in chunks on the dev branch beforehand. (for those that didn't know they added a sniper and rifle to both sides on the dev branch last week)

- Beta will only include some units and vehicles expected in final release. It will be presented as a move towards logistics and firepower, as compared to the Alpha. That means Gunship helicopters, armoured wheeled vehicles, larger infantry weapons, transport helicopters and trucks. (not mentioned in the stream, I paraphrased this from a dev's post after the stream - Source)

- Beta will NOT include Altis. Altis will only be released in the final game. However they are toying with the idea of once again staging chunks of it on the dev branch beforehand (ala warz I guess...)

There will be another stream next saturday 1700 UTC focusing on a new 'combined arms showcase'
 
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Exptected duration of beta? This whole Altis thing is really bugging me. Its killing arma3 as a usable platform currently with only strasis. Mod makers will take MUCH longer to bring out arma3 quality maps (because the potential is high) so we desperately need Altis so we can keep spirits high.
 
No mention on beta duration or final release estimate. I was a bit miffed at the no Altis thing, but it doesn't bother me too much, I can wait. Seeing where A2 is now and how long its taken for things to mature I don't think a few extra months are going to affect A3 in the long run.
 
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Yeah its just frustrating. A2 is at a brilliant point in its life. IE its prime. Everything works, content is endless so we're happy sticking it out until A3 suits us. Still we'd love to jump into A3 more but it just doesnt (yet) deliver!! grrr
 
Does anyone have a problem when playing multiplayer (wasteland specifically) where you cannot transfer a two handed gun (i.e. main gun slot) from any crate/corpse/ground to your two handed gun slot in the inventory? Is there a way around this?
 
They cant give the entire island or all the models until its actually released. They cant risk a ripoff copy being released on torrent or wherever and available before it actually goes retail. They are going to leave out a few vital jigsaw pieces till the last possible moment

I like the 'blue1 Teetime ' server on the Dev branch, has a nice mission with economy running to conqueror the island with each side starting with base camps and a front line attackable/capturable only
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Is there a way around this?
Try dropping your own gun first beforehand maybe.


Has anyone got mist working in the editor, its always a boring clear day when ever I try. On A2 I could make it snow with 1 click
 
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