1. Post #5801

    July 2013
    8,537 Posts
    uh what this looks like a direct port of PR:A2 to A3?

    Edited:

    actually it is, does he have permission to release this?

    Edited:

    what's going on here
    no idea

    just found it linked while searching for revive scripts

    I am as confused as you.
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  2. Post #5802
    ☂☂☂☂ ☂☂☂ ☂☂ _☂_
    Cuel's Avatar
    January 2005
    24,210 Posts
    everything is directly "stolen" (or he created it from the start, no idea) from PR:A2.

    http://www.youtube.com/watch?feature...Ev0432zQ#t=232

    Edited:

    What will the differences between this and PR:ARMA3 be? As from what I'm reading on here and the PR forums, this looks like pretty much the same mod copied over.

    I'll still play it, but I can't help but think "Why make the same mod two times?" Why don't the two mod-devs get together and build one mod, because they look so alike there doesn't seem a huge amount of point in releasing two separate mods.

    Hopefully this won't fizzle out and die like PR:ARMA2 did.
    The main differences will be that we use a different system to theirs, our current system is the one they used in PR:Arma 2, which they cannot use due to certain agreements between themselves and the original owners of the prior mods to PR (read Past Development).

    So now they are creating a new mod from scratch, and im sure they will be very different and diverse to our mod, of course you will see similarities such as the A&S system but these kind of game modes are everywhere so its usual to see similarities.
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  3. Post #5803
    I just think it's silly they're essentially re-releasing most of PR:A2's components as a "new" mod.
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  4. Post #5804

    July 2013
    8,537 Posts
    This is definitely a mystery
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  5. Post #5805
    Gold Member
    inebriaticxp's Avatar
    April 2011
    3,901 Posts
    I've never played a Killzone game, but...really?

    this makes the games seem so much more interesting holy shit. I thought it was the stereotypical, predictable situation but that sounds like a neat dynamic.
    don't worry, your preconceptions were correct
    killzone's universe is one of my favorites ever, but the game and story is admittedly p ungood
    i love the multiplayer though, wish it was still active
    hence my desire to recreate it in arma
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  6. Post #5806
    Gold Member
    Taepodong-2's Avatar
    December 2009
    16,227 Posts
    technically, helghast are the good guys
    their planet is only invaded by the isa because they refused to pay a fine

    Edited:

    also, killzone units and weapons
    +vehicles
    +helghan terrain
    If someone made Helghast infantry with glowing red eyes I would love them forever.
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  7. Post #5807
    Gold Member
    Satane's Avatar
    March 2007
    4,244 Posts
    When is the dev branch getting merged to release? I want the vehicles and black mx rifles damn.
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  8. Post #5808
    Gold Member
    Asmaedus's Avatar
    July 2009
    2,412 Posts
    December 15th I think I remember seeing
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  9. Post #5809
    Gold Member
    Falchion's Avatar
    May 2009
    8,114 Posts
    I just think it's silly they're essentially re-releasing most of PR:A2's components as a "new" mod.
    PR:A2 was a very polished mod (probably because they already had a very good gameplay design ready to be ported into arma) so It's nice that it's coming to Arma 3, but yeah they might just as well call it what it is.
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  10. Post #5810
    Gold Member
    Nanamil's Avatar
    March 2011
    3,053 Posts
    -snip- wrong thread silly me
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  11. Post #5811
    Gold Member
    Hamsteronfire's Avatar
    August 2010
    3,210 Posts
    So I bought ARMA II: Complete during the Steam Autumn Sale and I would appreciate some tips with a few points.

    I understand that the premise of the game is military realism etc etc but I'm having trouble with mouse sensitivity/acceleration/whatever, it feels too either too sluggish or too fast at some points, and aiming is often difficult.

    Also, why are the objectives slightly broken? When playing the mission Into the Storm, for some reason I failed the objective Regroup at Point Liquid even though I did regroup there and I'm being told to regroup constantly even though I'm supposed to escort some Doctor and check out a grave site.

    Plus, I'm not sure if this is a personal thing but how are you supposed to process the amount of things going on in game at one time, I'm being fired at from 200m in the dark and I have no idea what I'm supposed to do (yes I know, go prone, fire at enemy etc which I do), I need to think but I just end up getting killed, it sucks. I've tried 3rd person and everything seems a lot clear but it breaks immersion for me, so yeah......

    I'm coming from Red Orchestra 2 so the whole realism thing is no big deal but why does the control scheme have to be so overtly complex?

    I'm really unsure if ARMA II is the right thing for me, sorry for the rant, just a few things I had to get out.
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  12. Post #5812
    Gold Member
    Nanamil's Avatar
    March 2011
    3,053 Posts
    Go in the controls setting and disable mouse acceleration or whatever it's named.

    Also yeah getting into the arma series can be hard.
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  13. Post #5813
    Gold Member
    Falchion's Avatar
    May 2009
    8,114 Posts
    Set the mouse smoothing sliders all the way down in Arma 2.

    Red Orchestra generally has lower distance between you and the enemies and the environments are mostly urban and lack thick vegetation. Arma 2 focuses more on long range combat and rural areas with alot of vegetation so spotting the enemy is harder.

    edit: also the ai can be really accurate so try to keep some hard cover handy. A hill if nothing else.
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  14. Post #5814
    Hello, my name is Penis. Please refer to me as such. I'm totally cool with it.
    Dennab
    November 2009
    5,246 Posts
    game today?
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  15. Post #5815
    Gold Member
    Taggart's Avatar
    February 2006
    12,229 Posts
    so how does one access arma 3's 3d editor?
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  16. Post #5816

    July 2013
    8,537 Posts
    so how does one access arma 3's 3d editor?
    If I remember rightly, this works pretty well.

    Do what exactly? The screenshots or the objects?

    If you mean the screenshots I just ramped up all my settings to max and used the Splendid Camera. It's available from editor preview and MCC.

    The objects is a little bit less easy, but man oh man it's worth it and I'm going to get into this shit because I love it so much.

    First you need a 3D mission file, such as http://www.armaholic.com/page.php?id=19635.
    Put the folder (Arma3.stratis) into your My Documents/ArmA 3/missions folder, like any other mission.
    Then edit the commandline/target of ArmA 3 (There are so many ways to do this) so that it loads the mission when ArmA 3 launches.
    This is what you put in, quotes included.
    "C:\Users\*Username Here*\Documents\Arma 3\missions\Arma3.stratis\mission.biedi"
    You will then be greeted by this friendly looking screen once ArmA is done loading.


    Some things to take note from this point on: First off, you are taking advantage of something that BI for some reason never finished or felt needed to be publicly displayed, as such expect issues. Alot of issues. From here on you should STOP thinking of this as a 3D Editor and think of it as a really awesome, powerful object placement script generator. So you should just forget about absolutely everything on this screen and any of its dialogs except for the Save, Load, Preview and that sexy ass "Edit in 3D World" (That's what it says) button. And the X, because that closes it. You should also not forget about the Center [F10], Group [F2], Unit [F1] and Vehicle [F5] dialogs. These are the only things that work in a semi-complete way. Everything else sucks. One last thing, take note of the object hierarchy on the right and the helpful tips below it; they help! The object hierarchy will tell you alot; normally it tells you things like all the unit groups and object names and important mission-maker things like that but forget I ever said that because you're not going to be using this to place AI. Unless your masochistic. For our purposes it tells you what objects you've placed, a rough idea of how many objects there are, and allows you to delete objects you can't directly select in 3D mode. The helpful tips box WILL NOT BE CORRECT if you're not running the "ArmA 2" controls preset. Sorry. I'll tell you how you can switch the controls without leaving the editor in a bit. If you are running that preset, then the controls are as follows, and don't get all frustrated that I'm talking about objects, I'll cover those in a bit I promise!

    WASD to move the camera laterally, Q and Z or the Mouse Wheel to move the camera vertically, Holding down Mouse 2 (Right) and dragging to change camera angles. Shift is a movement speed increase modifier, Ctrl is a movement speed decrease modifier. Single click to select objects, Double click to create new ones, hold down to select in a box. Note how selection circle color changes.

    When an object or objects are selected, pressing Mouse 1 on them and dragging around will move the object around (Green), holding down Shift while doing so while rotate it (Blue) and now for the big enchilada, holding down Alt will move it vertically (Teal)! Double clicking an object will open it's dialog. You'll notice these functions are very similar to the 2D Editor. There is also no undo but that hopefully won't be too big of a problem.

    NOW, the fun part! First you're going to want to put down a Center using [F10] and double clicking anywhere. This creates a side, like BLUFOR or OPFOR or whatever.
    Next, create a Group with [F2] and doing the same.
    Finally, you can put down a playable, previewable unit with [F1] with the same method; but be sure to select the "Player" drop down and make it Player, not AI, in the Object Properties dialog. This guy specifically doesn't matter at all, you'll see why later, but he is who you can use to test whatever your doing by pressing Preview.

    With all that out of the way, you can start building! Select Vehicle [F5] and get to it, this is where all the empty objects are found. Things like fortifications and walls. I suggest an Editor Upgrade mod like Dren's that adds the other stock objects not found here so you can use them.
    Play around with it and have fun! Make cool shit! Here's an awesome, totally functional way to do stairs and bridges. They work perfectly.


    Finally, once your done making a rad base, save the mission under a different name. You only need one file from this new mission, so name it whatever you want. Once that's done you can alt-tab out of ArmA and go to the mission's folder. Inside there'll be two files, mission.biedi and mission.sqf. The 3D Editor doesn't export a .sqm, it exports the .sqf script that'll make everything you placed. So you want the .sqf file, the .biedi is effectively useless. Open mission.sqf up and it'll look like this. The only things you want to keep in that are the empty "vehicles", you don't want any of the stuff above or below those two script blocks that make the objects. So get rid of them like so. You'll notice I got rid of the unit I had placed down for previewing. Finally, you can rename this script file whatever you want (I like objects.sqf) and then you can execVM it from your actual mission's init.sqf and everything will be nice and dandy. Don't forget, if you need to reference objects made this way in other scripts or for triggers, you can easily give them variable names in the 3D Editor like you would in the 2D one.

    Lastly, don't use those shitty 3D-to-2D mission converters if you can. They strip absolutely everything except the X/Y coordinates and the directions from the objects, height information is not preserved nor is much of anything else. Keep it nice and keep it a script!

    Edited:

    Or you can wait and hope this thing doesn't die a premature death.
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  17. Post #5817
    Gold Member
    Taggart's Avatar
    February 2006
    12,229 Posts
    Aight, cool - will make shit much easier.
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  18. Post #5818
    Gold Member
    Satane's Avatar
    March 2007
    4,244 Posts
    So I bought ARMA II: Complete during the Steam Autumn Sale and I would appreciate some tips with a few points.

    I understand that the premise of the game is military realism etc etc but I'm having trouble with mouse sensitivity/acceleration/whatever, it feels too either too sluggish or too fast at some points, and aiming is often difficult.
    Disable vsync (you have to use a driver utility for arma2, OA has a menu option for it)
    Go to documents/arma2/arma2OA.cfg and arma2.cfg and set GPU_MaxFramesAhead=3;
    Smoothing sliders all the way down.
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  19. Post #5819
    Gold Member
    Hamsteronfire's Avatar
    August 2010
    3,210 Posts
    Disable vsync (you have to use a driver utility for arma2, OA has a menu option for it)
    Go to documents/arma2/arma2OA.cfg and arma2.cfg and set GPU_MaxFramesAhead=3;
    Smoothing sliders all the way down.
    yep vsync deselected and smoothing down, thanks

    I started the Operation Arrowhead campaign and wow I'm so bad at this, I can't advance very far in the first actual mission because all of my teammates are getting killed
    one thing I really do like though is the head turning feature whilst moving etc. unfortunately I keep forgetting to use it

    trying to set up DayZ is such a bitch, i give up for today
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  20. Post #5820
    Gold Member
    Treelor's Avatar
    February 2005
    1,980 Posts
    I almost always keep a finger on alt now. Without TrackIR its the next best thing to maintain good awareness.
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  21. Post #5821

    July 2013
    8,537 Posts
    Aye, I want track IR for it but when oculus rift is out that'll be fantastic for ARMA
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  22. Post #5822
    Gold Member
    lekkimsm's Avatar
    September 2005
    4,369 Posts
    And nobody in the world cares for buzzards and lasers.


    I'm so sad.
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  23. Post #5823
    Gold Member
    Leintharien's Avatar
    October 2006
    2,465 Posts
    Aye, I want track IR for it but when oculus rift is out that'll be fantastic for ARMA
    I've got TIR, and I have also used the oculus. I can see myself using both kinds separately.

    I would use the oculus if I want extreme 1:1 movement, and scale factor, but until the pixel density improves to a point I can't notice, I don't think I'd be using it too much. You also risk motion sickness with the current version, that will need to improve too.

    I would use the TIR if I need to look a lot of places at once (flying games) without straining my neck too hard, or if I don't really feel in the mood for wearing ski-goggles with lights strapped to your face. The rift smells like foam and small hairs can get stuck and tickle your nose very easily.

    Right now, the Oculus isn't useful for anything beyond games like Half-Life. I never tried it on Arma, but it is impossible to use on War Thunder. You can see the ground fine, but you can't read the cockpit dials, and any plane beyond 100m is a blob of pixels. You can't identify the planes, or even whether they are upside down.
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  24. Post #5824
    Dennab
    July 2010
    6,533 Posts
    don't worry, your preconceptions were correct
    killzone's universe is one of my favorites ever, but the game and story is admittedly p ungood
    i love the multiplayer though, wish it was still active
    hence my desire to recreate it in arma
    Everything the Helghasts did was out of defensive desires. It's one of the main things in the series and I'm glad that for the most part, the main characters are fuck ups rather than these do no wrong guys.

    Killzone 2 literally ends with you causing the war to drag on for many more years, with the events of Killzone 3 being out of motivated revenge for you assassinating their Leader. Another thing was that in Killzone 3, there is a ceasefire and yet you're still on their planet, waging war.

    The ISA is fucking scum.
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  25. Post #5825
    Gold Member
    lekkimsm's Avatar
    September 2005
    4,369 Posts
    I've got TIR, and I have also used the oculus. I can see myself using both kinds separately.

    I would use the oculus if I want extreme 1:1 movement, and scale factor, but until the pixel density improves to a point I can't notice, I don't think I'd be using it too much. You also risk motion sickness with the current version, that will need to improve too.
    Considering you most likely using the dev kit, alot of that have supposedly already improved for the next dev kit or final product
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  26. Post #5826

    July 2013
    8,537 Posts
    if that doesnt work ill ram screws into my eyes and stick jump cables to them, and the other ends to the ports in my graphics card

    Edited:

    HIGH DEFINIATION

    MAXIMUM PAIN/PLEASURE *maybe
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  27. Post #5827
    Gold Member
    Leintharien's Avatar
    October 2006
    2,465 Posts
    Considering you most likely using the dev kit, alot of that have supposedly already improved for the next dev kit or final product
    I know they've improved it. I'm just waiting to see how far they go with it. I would love to see the day when the Oculus has a 4k resolution like the new TVs have. I would also like to see a bit of a curved shape to the screen so you can see more in your peripheral vision.

    Stuff like that is still a long ways away, and until they can make the set so light that you don't even notice you're wearing it, I think the TrackIR still has a place.

    Have they fixed the blurring around the edges of the lens? Often you'll see fine through the center of the lens, but around the sides it gets really blurry and strange.

    EDIT: Oh you can also lean with the TIR which is really useful in Arma and WT.
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  28. Post #5828
    shatteredwindow's Boy Toy
    cr2142's Avatar
    April 2010
    5,976 Posts
    Just got the hellenic armed forces mod for ArmA 3







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  29. Post #5829
    Gold Member
    EvacX's Avatar
    July 2010
    2,959 Posts
    Just got the hellenic armed forces mod for ArmA 3
    Lol, this mod also has more content than a single faction in ArmA 3
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  30. Post #5830
    Gold Member
    Tinter's Avatar
    March 2008
    7,839 Posts
    Honestly though, it's not that high quality.

    Edited:

    The cockpits of the jets are like 20 polys.
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  31. Post #5831
    Gold Member
    EvacX's Avatar
    July 2010
    2,959 Posts
    Honestly though, it's not that high quality.

    Edited:

    The cockpits of the jets are like 20 polys.
    It still makes BIS seem pathetic in comparison to be honest seeing as they're an entire studio.
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  32. Post #5832
    Gold Member
    Lone Wolf807's Avatar
    July 2007
    4,539 Posts
    So I bought ARMA II: Complete during the Steam Autumn Sale and I would appreciate some tips with a few points.

    I understand that the premise of the game is military realism etc etc but I'm having trouble with mouse sensitivity/acceleration/whatever, it feels too either too sluggish or too fast at some points, and aiming is often difficult.

    Also, why are the objectives slightly broken? When playing the mission Into the Storm, for some reason I failed the objective Regroup at Point Liquid even though I did regroup there and I'm being told to regroup constantly even though I'm supposed to escort some Doctor and check out a grave site.

    Plus, I'm not sure if this is a personal thing but how are you supposed to process the amount of things going on in game at one time, I'm being fired at from 200m in the dark and I have no idea what I'm supposed to do (yes I know, go prone, fire at enemy etc which I do), I need to think but I just end up getting killed, it sucks. I've tried 3rd person and everything seems a lot clear but it breaks immersion for me, so yeah......

    I'm coming from Red Orchestra 2 so the whole realism thing is no big deal but why does the control scheme have to be so overtly complex?

    I'm really unsure if ARMA II is the right thing for me, sorry for the rant, just a few things I had to get out.
    The AI in Arma has hivemind and pinpoint accuracy, try getting some mods like Zeus AI, TPW Suppression, etc. I think you'll enjoy it a hell of alot more then.
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  33. Post #5833

    July 2013
    8,537 Posts
    I HAVE TANGLED MY LINES

    OH NOOOO



    worlds least successful invasion of anywhere ever.

    Edited:

    "super seecrit mission preview which will be done probably never"
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  34. Post #5834
    Internet Detective (HBIED certified)
    leach139's Avatar
    August 2007
    6,965 Posts
    Whoever it was last October that played Danger Zone through their mic, LOOK WHAT YOU'VE DONE

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  35. Post #5835
    Gold Member
    inebriaticxp's Avatar
    April 2011
    3,901 Posts
    Whoever it was last October that played Danger Zone through their mic, LOOK WHAT YOU'VE DONE

    i'm pretty sure you can get that contested on the grounds that it's literally retarded
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  36. Post #5836

    July 2013
    8,537 Posts
    They probably thought you were not exactly on the highway to the danger zone.

    youtube is fuckin shite.
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  37. Post #5837
    Gold Member
    Tinter's Avatar
    March 2008
    7,839 Posts
    Whoever it was last October that played Danger Zone through their mic, LOOK WHAT YOU'VE DONE

    The video counts as documentary right? I'm sure it's fair use to record someone (I BET MICSI DID THIS) playing illegal music through their mic.
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  38. Post #5838
    elitehakor's Avatar
    December 2008
    6,631 Posts
    This is obviously youtube's way to make you make more arma videos
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  39. Post #5839
    Gold Member
    Panimala's Avatar
    January 2005
    637 Posts
    Xeno, ACE developer.

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  40. Post #5840
    Dennab
    May 2012
    1,927 Posts
    Xeno, ACE developer.

    I'm extremely confused by this.
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