***ArmA 3 Thread***

I have purchased Arma 3 now !

Is there a list of "essential mods" that you guys all use ?
I played a little ( very little ) arma 2 and i remember there was ACE / ACRE mods that greatly improved the game , i was having a look for these on Arma 3 but there a few different versions it semed and all slightly different !

Cheers
 
Yeah seems to be mucho hacking from what the community says !

On a side note does anyone use a TrackIR ? I really quite fancy one , not sure if i am hardcore enough to warrant it though ( get permission from wife :D ) , hmmm.
 
TRackir changes the game completely mate..

Probably one of the best purchases I have made, remember it is not only ARMA infantry it changes, flying is so much easier with it as well, spacial awareness is extended.

Plus, you have all the racing games, flight sims, in fact any game that uses head movement can be used with trackir...
 
I just press the ALT key :D when Im infantry anyway but flying I imagine its really useful. I'd get one if I had the cash spare, I remember reading you could ghetto mod a webcam to get a similar effect
 
Yeah you can use either of Facetracker or NoTrackIr I think they are called..

I used a Microsoft webcam, I glued 4 lenses from 3d glasses over the top of each other, then used a baseball cap with 3 LEDs glued on top which attached top a 5v battery cases with an on /off switch. Worked great, I went eventually for the Trackir 5, because I thought it would be so much more accurate.. To be honest, it wasn't that much!

Plenty of tutorials around the web on how to do it like the above.
 
Yeah you can use either of Facetracker or NoTrackIr I think they are called..

I used a Microsoft webcam, I glued 4 lenses from 3d glasses over the top of each other, then used a baseball cap with 3 LEDs glued on top which attached top a 5v battery cases with an on /off switch. Worked great, I went eventually for the Trackir 5, because I thought it would be so much more accurate.. To be honest, it wasn't that much!

Plenty of tutorials around the web on how to do it like the above.

Probably helped the embarrassment the wifey felt at introducing you to guests in that ludicrous setup :D
 
Led lights on a hat sounds cool to me, or maybe not
VUkuNx5.jpg
 
really getting into Arma3 now :D been playing pretty much just the wastelands on our server.

(Shameless re-promotion of the TFU arma3 wastelands server posted by BaDBoY_UK and quoted by TheGoon84)

Clocked up quite a bit of time on it over this weekend, was good fun!!! only thing really missing.... other players! haha xD we had a good few on at one point but most stay for one death then bugger off >:(

Had some pretty good teamwork too with two random guys, we just teamed up and were doing the missions and in the end had about 14 weapon caches, went through about 5 choppers (mainly running out of fuel or maybe a few silly landings xD). We didn't have much opposition as there was only another 2-3 people on the server at this point but gave for good practice pickingup/landing fast and in awkward places!

We are still working on the server so it's still rough around the edges and things need to be implemented once they are figured out (e.g. only manual server restarts atm, but usually fine unless some **** blows up all the gun stores /sigh) :) but have a jump on and a play with us (or maybe by yourself.... NO NOT LIKE THAT) as I'm on most nights now sometimes streaming it too when bored as again... shameless server promotion hehe
 
We are still working on the server so it's still rough around the edges and things need to be implemented once they are figured out (e.g. only manual server restarts atm, but usually fine unless some **** blows up all the gun stores /sigh) :) but have a jump on and a play with us (or maybe by yourself.... NO NOT LIKE THAT) as I'm on most nights now sometimes streaming it too when bored as again... shameless server promotion hehe

I am playing by / with myself right now :D

Will pop on later and come pwn dat BB
 
Nice reflection, I hope its more then just on vehicle, building too
QMP41bo.jpg

18BA7DF2B6687E04875C90137A1978DCCFEB711E

Code:
13:46Arma 3 Beta Updated
Product Update - Valve
CHANGELOG

DATA
Added: BTR-K Kamysh tracked IFV
Added: IFV-6c Panther tracked IFV
Added: BattlEye anti-cheat engine integration
Added: Commander position for Marshall and Kamysh
Corrected position for optics and coaxial machinegun moved to correct place (AMV)
Added clan sign support for many Beta vehicles
Added: Various vehicles have adjusted items in inventory
Fixed: Ifrit GMG now has 96 grenades instead of 64
Fixed: Hunter GMG now has 96 grenades instead of 64
Fixed: Strider GMG now has 96 grenades instead of 64
Fixed: Bad glass sorting on Strider
Fixed: Tweaked AI driving skills with Speedboat
Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades
Fixed: APC turrets now have more authentic vision modes
Fixed: Tweaked suspension of APCs
Fixed: Improved crew and cargo animations of APCs
More believable braking performance of Marshall and Marid
Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
Adjusted collective of xH-9 family helicopters
Adjusted xH-9 family maneuverability around roll-axis
Moved Blackfoot gunner optic view to correspond with PiP
Fixed: Destroyed parachute doesn't start to burn
Supply parachutes now have correct colors per sides
Fixed: Changed glass materials for CH-49 Mohawk
Daytime version of UH-80 is now listed as made by Bohemia Interactive
Copilot of the UH-80 now uses the cyclic
Fixed: Blurred tail rotor in cargo-view
Transport helicopters have means to detect incoming missiles
Helicopters: added bodyFrictionCoef config parameter
Doors should be openable by scripts for helicopters
Improved cockpit PiP monitors
Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg)
Improved animations of Mk.20 rifle
Fixed: Iron sights now have 100 m increments (up to 600 m)
Even holosight should have basic zeroing of 200 m
Fixed: Repaired AS map of MX rifle family
Added some delay between throwing 'nades
Fixed: Hammer of ACP-C2 is correctly readied to fire
Better cursor for laser designator
Revamped sound suppressor configuration
Correct name sound for Scalpel missiles
Fixed: String error after after shooting a smoke round from MX 3GL
Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
Fixed: Showcase Infantry - Undefined variable error when engaging the spotters
Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed
Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now
Fixed: Showcase Supports - Mission should end a bit sooner now
Added: BIS_fnc_log and BIS_fnc_error now display player's profile name
Added: Sector module - creates a contested sector, handles its capturing and map visualization
Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type
Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.
Added: Additional military buildings can now be garrisoned by Sites
Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
Fixed: Disabled vehicles were not respawning
Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
Fixed undefined variable errors when using BIS_fnc_UnitPlay
Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
Fixed: Main menu script error
Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
Firing Drills: Targets would not deactivate when leaving Competitive CPs
Firing Drills: FM records with introduction, rules and tips added
Firing Drills: bonus & penalty logic between Training and Competitive made consistent
Firing Drills: first version of PiP feedback added for long-range accuracy targets
Firing Drills: There could be a doubled icon next to previous times
Firing Drills: Final times were not colored correctly in all cases
Firing Drills: The main task is now completed when ending the challenge
Fixed: undefined variable in CoF: Blue
Fixed: undefined variable in CoF: Green
Changed: Titan used instead of RPG-42 in Showcase SCUBA
Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
Find more documentation on modules and other design topics here
Added: Vertical position of map in loading screen is now randomized, adding some variety to it
Fixed: Broken drawing of comboboxes in date modules
Fixed: Wrong column widths in the Multiplayer display with some UI size
Fixed: MP display error
Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
Radio Protocol: Missing words fixed for several protocols
Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)
Added: Noise sounds for APCs
Fixed: Sounds of some vehicles have their file paths changed to correct ones
Better sound for smoke launchers
Lamps have better emissive material
Roadcone and Roadbarrier lights are now operational
Added loading screen environment trivia
Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
Fixed: Ambient light is now correctly affected by moon and stars intensity
Fixed: Sunken fuel station on Stratis
Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)
Adjusted poses received boost to fluency
Improved responsiveness of stance changing
Added: Korean, Japanese and Cyrillic symbols to fonts
Fixed: AI ability to track enemy that is not visible
Fixed: Adjusted content of ammunition and weapon crates
Restructured grouping of editor objects and renamed object editor categories
New control presets
Hiding in the grass now affects AI better (configuration on Stratis surface types done)
Adjusted visibility and audibility of fire for AI
Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)

ENGINE
The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
Fixed: SMAA Post-Process
Fixed: Small performance tweak in rotation blur Post Process
Fixed: Flash suppressor changed sound of underbarrel grenade launchers
Fixed: Some cases of sliding players
Removed sensitivity smoothing for aiming deadzone
Helicopters: main rotor collision added
Helicopters: startDuration config parameter added
Added: mainBladeCenter and mainBladeRadius for all helicopters
Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters
Helicopters: autorotation tweaks, barrel roll tweaks
Added: added allowAgainstInfantry ammo config parameter
NVGs are hidden inside vehicles, and this can be configured per position
Added: New parameters for particles created by script
Fixed: Scripting command tvSetData
Added: Error message when trying to pass Array in Array as parameter for tree commands
Fixed: Tank shells now have visible tracer
Fixed: Freelook not turning the whole player anymore
Fixed: Inconsistent land shadow segments while switching landscapes
Fixed: Broken parallax mapping on the terrain in some places
GPU benchmark should not cause "driver not responding" conditions anymore
Instancing now takes craters into account
Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
Stance indicator fades in / out when changing stances
Fixed: AI ballistic calculation
Fixed: AI now can shoot over animals
Fixed: AI now consider proper muzzle direction for rocket launchers
AI shouldn't take unguided missiles as guided
AI shouldn't use rockets against infantry that much
AI ballistic calculation improved for unguided rockets
AI prefer crouch stance while engaging
Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
Lock is now independent from zoom
 
Last edited:
Back
Top Bottom