***ArmA 3 Thread***

He meant me not the gun ;)

HAHAH damnit. The AI you have to make sure you kill in your first shot. they're wicked accurate. Too much so and suppression doesn't work (without scripts) yet. So gaining fire superiority just gets you raped :/

Give it time though as always. BI suck at making games. The modders make arma great. BI just provide a nice editor and engine lol.

We've found fast pace, accurate long range weapons and cover to cover to be the best approach. Suppression, and medium range weapons just dont work great in arma3 yet.
 
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Right then, time for you guys to play a real A3 mission! I propose that tonight we all jump on our server for a game of "Invade & Annex" aka Domination.

I have been working on customising the mission this morning and it's ready to go. It's for 33 players in total (30 ground pounders, 5 squads of 6 and 3 helicopter pilots).

We had a few on the server last night and it was awesome fun even with a low player count. I'm thinking we could have Alpha, Bravo and Charlie hitting the main objectives while Delta and Echo hit the side objectives, then helping out with the main as and when. Pilot slots will be restricted to people only on TS to prevent rage.

For those who have only played Wasteland and not really played COOP then this is a good time to jump on, join the Teamspeak and have some fun. If you don't know what to do, join the TS server and ask away. I'll I ask is you follow the team leaders orders and stay within your class selection. I don't want to see marksmen carrying AT weapons for example!

I've put a few mods on the server.

CBA - Which you can find here.

ShackTac Fireteam HUD - Which you can find here.

FA Stance - Which you can find here.

Landtex A3A - Which you can find here.

You do not need to have these mods to join and play, just a few that I think enhances the game a small amount.

What time would be a good time to start this off? I'm thinking maybe around 1900/2000?

Any questions fire away.
 
Right then, time for you guys to play a real A3 mission! I propose that tonight we all jump on our server for a game of "Invade & Annex" aka Domination.

I have been working on customising the mission this morning and it's ready to go. It's for 33 players in total (30 ground pounders, 5 squads of 6 and 3 helicopter pilots).

We had a few on the server last night and it was awesome fun even with a low player count. I'm thinking we could have Alpha, Bravo and Charlie hitting the main objectives while Delta and Echo hit the side objectives, then helping out with the main as and when. Pilot slots will be restricted to people only on TS to prevent rage.

For those who have only played Wasteland and not really played COOP then this is a good time to jump on, join the Teamspeak and have some fun. If you don't know what to do, join the TS server and ask away. I'll I ask is you follow the team leaders orders and stay within your class selection. I don't want to see marksmen carrying AT weapons for example!

I've put a few mods on the server.

CBA - Which you can find here.

ShackTac Fireteam HUD - Which you can find here.

FA Stance - Which you can find here.

Landtex A3A - Which you can find here.

You do not need to have these mods to join and play, just a few that I think enhances the game a small amount.

What time would be a good time to start this off? I'm thinking maybe around 1900/2000?

Any questions fire away.

Count me in.

I just need a reminder of where to setup the mods folder :o.

I've installed PlayWithSix which has defaulted the mods folder to e:\Users\name\Documents\Arma 3 Alpha

I tried to install the Shacktac hud a couple of weeks ago but it doesn't appear to be installed correctly.
 
I don't use PlayWithSix so can't help you there. The way I do it is simply download the whatever mod is in question then stick the "@Modname" folder in the root Arma3 directory then use Arma II Launcher (found here) to Lauch Arma 3 with the mods.
 
I don't use PlayWithSix so can't help you there. The way I do it is simply download the whatever mod is in question then stick the "@Modname" folder in the root Arma3 directory then use Arma II Launcher (found here) to Lauch Arma 3 with the mods.

I am going to revert to the launcher (used it ages ago but forgot about it).
 
Does this look right, shame the maxmem option is a little backwards
"-mod=Expansion;addons\@cba_a3;addons\@sthud;addons\@fa_stance;addons\landtex_a3a_1.0\@landtex_a3a_v1.0" -nosplash -window -world=empty -maxMem=2047 -cpuCount=8

This was my steam launch
-winxp -malloc=tbb4malloc_bi -nobenchmark -maxVRAM=4096 -nosplash -noPause -skipIntro -world=empty -noFilePatching -maxMem=8192 -cpuCount=8 -exThreads=11
 
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Does this look right, shame the maxmem option is a little backwards


This was my steam launch

Don't set -maxmem using the check box in Arma II launcher. Put it in the Additional Parameters field.

Should look like this:

"-mod=@cba_a3;@fa_stance;@sthud" "-name=Melbo" -nosplash -world=empty -cpuCount=x -maxMem -exThreads=x -maxMem=x

x = whatever value you choose.
 
Does this look right, shame the maxmem option is a little backwards


This was my steam launch

Don't set -maxmem using the check box in Arma II launcher. Put it in the Additional Parameters field.

Should look like this:

"-mod=@cba_a3;@fa_stance;@sthud" "-name=Melbo" -nosplash -world=empty -cpuCount=x -maxMem -exThreads=x -maxMem=x

x = whatever value you choose.

The maximum accepted value of maxMem or maxVRAM is 2047.

Here's my command line.

-noSplash -maxMem=2047 -maxVRAM=2047 -cpuCount=4 -noPause
 
Ok think it works, but I missed that its updated again -

Showcase SCUBA:
More forgiving alarm threshold
Added more hints
Improved scenario endings
More rockets for the launcher added
Showcase Helicopters:
Performance optimizations
Few minor tweaks
Showcase Vehicles:
More forgiving alarm threshold
Few minor tweaks
MP: Escape from Stratis
Fixed: Mission success after resuming game
'Combat Get In' module added
Respawn time is now 30 seconds (was 120)
Improved mission endings
New task appears when both choppers on the airfield are destroyed
New mission ending "all boats and helicopters destroyed"
Warning hint pops up when the group leader is AI controlled
Patrolling Ka-60 Black now unloads troops when under fire
More enemies at the airfield
Some new map locations populated
MP: Headhunters
"Exfiltrate" task is now set as current after all targets are eliminated
The mission will now end when either all players are near the exfil marker or in a boat
'Combat Get In' module added
Possible respawn desync in multiplayer fixed
New scenario ending screen added
Task notification visuals improved
Seagull in "BIRD", "GROUP" and "SIDE" respawn replaced by a basic spectator camera
Scenarios-button now always available, even when there's no content
Added more entries into Field Manual
Compass and watch re-sized
Ka-60 minigun now rotates
Ka-60 doors and glass made correctly penetrable
MH-9 passengers can now see the tail
Helicopter weapons tweaked
Class names for Ifrits changed to be the correct ones
Alamut and MX SW now have correct icons in command menu
Countermeasures now stored in one magazine per vehicle
Correct Alpha Lite logo in splash screens added
Most windows in houses are now destructable
Static weapons should be more durable, shouldn't be targetable by guided missiles and shouldn't be flippable by user action when destroyed
Added more camoflage selections for vests and helmets
Red faction uniforms have proper class names
Changed priorities in action menu
TRG iron-sights remodeled after feedback
Collimator sights are now default primary on combined optics (Ctrl + RMB is the default switch)
Camera shake on 6.5mm ammunition removed
Server browser UI overlapping fixed in some places
Squad URL is no longer automatically upper-cased (and thus broken)
Editor loading took long when using MX rifles - fixed
Added freelook in vehicles via default option
Correct tracer colors have been distributed among factions
Fish should be less inclined to travel on land
ENGINE
Shadow improvements implemented
Improved network performance (vehicles are no longer lagging as much)
Fixed several game crashes
Fixed synchronization of cargo poses in MP
Fixed various inventory-related bugs and crashes
Improved vehicle collisions
Grenades can no longer be thrown under water
Fixed airplane / helicopter camera shaking
Default and Development versions have different numbering to prevent incompatibilities in multiplayer

and this saves time too
PHP:
 -connect=94.76.250.72 -port=2302
 
2047 would be the 32 bit app limit excluding texture memory mapping but I also believe it will use more on 64 bit windows
uouYVFb.jpg


http://www.maketecheasier.com/incre...-applications-in-windows-64-bit-os/2011/08/13
 
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Well I've been testing it out and setting it higher than 2047 gives me better results when bench marking. Either way, get ready for tonight! Just sorting out the last helicopter for the mission.
 
Just need to install TeamSpeak now and make sure my mic works :)

Xcept1 - what's your TS ip?

**Edit**
Don't worry - found it :D
94.76.250.72
 
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