ARMA

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Original tweet by @klamacz:

Experimental features Join Queue now. You can even open Field Manual and educate yourself as you are waiting for connection.

Follow the original Xitter thread (privacy friendly)

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Steam Store Pages:

Read the original blog article | Archive.org | Archive.today

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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/arma
 
 

I don't feel like cleaning up a copy-pasta in markdown, so just click to read the original article | Archive.org | Archive.today | Xitter thread (privacy friendly)

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submitted 3 weeks ago* (last edited 3 weeks ago) by [email protected] to c/arma
 
 

General

  • Added: Holding movement input after exiting a vehicle now stops the character from performing the close door action, speeding the process up
  • Added: Teleporting character now adjusts replicated position on server
  • Changed: Character server replication system now holds position instead of velocity
  • Changed: Disallowed weapon reload through inventory unless the weapon is equipped
  • Changed: Disabled AI switching from gunner position to driver seat until retreat behavior is available to fix AI doing nothing after switching seats
  • Tweaked: Various vehicle door animations
  • Tweaked: Dead/injured characters stuck inside the vehicle during remove casualty action
  • Fixed: Several problems with killing player while getting in/out
  • Fixed: Car light was disabled when player left driver seat
  • Fixed: Player got stuck if they opened the front doors from the back compartment and vice versa
  • Fixed: Switching seat in quick succession made character stuck
  • Fixed: Open/close door action was not available from inside of some vehicles
  • Fixed: Restore removing of CanFinishVehicleAction event in the Begin of vehicle actions
  • Fixed: Open/Close door user action was not available from outside
  • Fixed: Map - It was impossible to draw lines to the point that had a marker on it
  • Fixed: Map - It was impossible to pan and zoom in or out while drawing the line
  • Fixed: Map - It was impossible to cancel drawing of a line - now it can be done with RMB or X on Xbox gamepad
  • Fixed: Map - When using gamepad, any input would focus random deletion button for drawn line and make it impossible to draw a new line without deleting some other line
  • Fixed: Map - When using gamepad, user was unable to use the cursor to select which line was meant to be deleted
  • Fixed: Map - When player would hover over the toolbar, then the crosshair that points to cursor position, it would disappear until map was opened again
  • Fixed: Map - Cursor would become invisible when using gamepad
  • Fixed: Map - Map toolbar would never lose focus
  • Fixed: Drawing on top of some markers would open their respective menus
  • Fixed: Drawn lines on the map would scale improperly when zooming in or out

Stability

  • Fixed: Possible crash when generating terrain icons for Terrain Editor tool due to missing texture format detection
  • Fixed: Multiple possible crashes when entering vehicles
  • Fixed: Server crash when opening door on a vehicle with hierarchy changes
  • Fixed: Crash related to Character Controller
  • Fixed: Crash caused by deleted consumable calling SetAlternativeModel
  • Fixed: Possible crash after streaming in a vehicle with occupant.
  • Fixed: Crash when loading a vehicle while character is doing a Get Out action
  • Fixed: VME in SCR_Flashlightcomponent
  • Fixed: VME when truck was set on fire
  • Fixed: VME in callsign manager
  • Fixed: LoiterType NONE error
  • Fixed: Crash when opening ProcAnimEditor
  • Fixed: VME in SCR_AIGroupPerception.AddOrUpdateGunshot if PerceivableComponent was not found
  • Fixed: VME when detaching UGL grenade

Playable Content

  • Fixed: Losing a base would sometimes not affect the victory countdown
  • Fixed: Displaying correct base name in Conflict

Modding

  • Added: Reporting script compilation error when someone attempts to mark static variable as a replicated property
  • Fixed: Added additional anim events Event_Vehicle_CanFinishAction to the OpenDoorOut animations
  • Changed: Dependent mods info in workshop UI changed to show only downloaded mods
  • Changed: Default SpawnDecalEffect lifetime is changed from infinite to 10 minutes
  • Changed: Snapshot initialized as wrapper around external buffer can now be reallocated and become owner of new buffer, removing write size limitations - except running out of memory
  • Changed: Lifted 4 KiB size limit of single RPC argument.
  • Changed: Second argument of RplNode.SetParent() renamed to unusedAndDeprecated to indicate that it should not be used and will be removed in the future
  • Changed: Switched from error to warning to make transition easier
  • Fixed: Integer overflow when parsing size of addons
  • Fixed: Displaying of dependencies to download size properly fallbacks to dependency reference
  • Removed: Removed unnecessary vtable pointer from SnapSerializer
  • Removed: Removed tests checking snapshot write failures when wrapped buffer is not large enough
  • Removed: References of roadnetwork file

Audio

  • Changed: Footscape sound at end of get out anim exchanged for regular footstep sound
  • Fixed: Wrong sound event name for doors in Ural
  • Fixed: Detonator animation and sound played while placing charges
  • Fixed: Open door finish SFX
  • Fixed: Missing seat creak SFX when getting out of co-driver seat
  • Fixed: Weapon handgrab sound does not play when switching gadgets

Original article | Archive.org | Archive.today | Xitter thread (privacy friendly)

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Aloes TGL conflict is up On Arma Reforger, More updates to come!

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Excerpt from the article:

Arma 3 hails people of every flavor from all over the world. To get to know them a little better, we're hosting a series of mini-interviews with some of our amazing community members. These aim to give you a personal insight into their backgrounds, why they got into Arma, and how they typically experience the game. In this issue, we interview community member and content creator Chewie.

Read the full article | Archive.org | Archive.today

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I’m not the developer of this mod, but it looks super interesting, so I thought I’d share this video walkthrough.

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Finally we can light up the night with the new addition of flares! Woohoo! Other new features were also implemented, such as Ai commanding and helicopter weaponry, but such light news pale in contrast with the shine the flares (I had been brightly hoping for this since week 2, jeez)

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/arma
 
 

As my contribution to our Arma community, here is a screenshot I made using Gcam and the Global Mobilization CDLC.

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Let's see what everyone else has got

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I had a 6600XT before this and i just wasn't happy with performance of the card. I had memory crashes constantly. I was worried that Arma 3 may not run properly because it is an older game. But my worries were unfounded.

The moment I started it up and hopped in game, the performance was buttery smooth. ZERO skipping and tearing. and with all the graphics cranked to the max I still got pretty good performance. if I wanted smooth framerate however i did have to crank the ani aliasing down from 16 to 8. But other than that, everything was set to ultra nightmare performance. And it ate it up.

The card I bought was the ASRock Phantom Gaming Arc A770 16GB. I got it for 399 CDN. (294.86 US Dollar) And its a solid over built card. Even when playing Cyberpunk 2077 the card rarely went above 60 degrees.

So from me it's a solid recommendation.

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We now get to enjoy birds, insects, and beautiful ocean waves, as well as navigable hiking trails - just like in Dayz. Plus a new power plant, murals, and a bajillion other small things. The new power plant is also likely related to the full electric network referenced in the old roadmap, which I am personally looking forward to. Still hope we get illumination flares soon.

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submitted 1 year ago* (last edited 1 year ago) by GenChadT to c/arma
 
 

Hi all! I'm super glad to be among the first posters in the Arma community on Lemmy!!

So, straight to the point: I've been running a dedicated Antistasi server for a few months now and am looking to recruit a few additional folks to play with us. Normally it's just me and one or two of my buddies with the occasional fourth, but we'd like to one day see at least 6-10 people online in the evenings to run ops. We've conquered Takistan and Chernarus 2020 already and are currently fielding a Tanoa campaign. I'll drop our details below, feel free to leave a comment here or shoot me a message if you have any questions:

  • Vibe: Casual, semi-serious
  • Lang: EN
  • Timezone: EST
  • Active Times: ~20:00 -> 2:00
  • Game Mode/Map: Antistasi Plus on Tanoa
  • Discord Link: https://discord.gg/q47pZkUpTX