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Found 14 results

  1. Looking for capable people to help begin setting up a Altis Life server on Arma 3. If you're interested please contact me by commenting below.
  2. ArmA.Studio Open-Source Community made IDE for ArmA (best works with profiling build) !PLEASE DISABLE BATTLE EYE DURING DEBUGGING SESSIONS! Downloads ArmA.Studio 0.1.6290.31151 setup.exe 0.1.6293.24366 setup.exe 0.2.6331.26237 setup.exe 0.2.6333.12157 setup.exe ArmaDebugEngine BIDebugEngine.dll build 28 x86 BIDebugEngine.dll build 28 x64 BIDebugEngine.dll build 34 x64 BIDebugEngine.dll build 45 x86 BIDebugEngine.dll build 45 x64 Installation Download Setup.exe (ArmA.Studio) and BIDebugEngine.dll (ArmaDebugEngine). Copy BIDebugEngine.dll to the ArmA 3 main folder (eg. C:\SteamLibrary\common\ArmA 3\). Execute Setup.exe and follow the setup. Links ArmA.Studio at GitHub ArmaDebugEngine at GitHub Discord Invite Important Informations The tool is provided with auto-update and auto-error-report. Both cannot be disabled as of now. We are actively seeking developers in the community! So if you capable of writing C# code, feel free to join this project :) Additional note: Currently, a code-cleanup is silently being done to fix some minor issues, to fix "bad code" (boilerplate/spaghetti) and to implement a plugin system. How to test -@myMod --Addons <-- workspace is set here ---Tag_Mod ----$PBOPREFIX$ ----examplescript.sqf <-- set breakpoint in here ----config.cpp Hope you enjoy!
  3. For our quickly growing company we are looking for candidates who are not afraid of challenges and can improve all aspects of online services within our company. Ideal candidate should have both managerial experience and technical knowledge. We are looking for candidates who are already successful in their current job. Ensure smooth running of Online Services department Oversee 6 people in Prague offices Setting up and implementation of Online Services strategy Responsibility for technical aspect of smooth running of company e-shop Requirements Proven experience with leading a team of 5 people or more. Proven experience with leading a team developing web/server applications High level knowledge of hardware/databases/networking/ and web/server applications Experience with negotiations with suppliers and users Matured personality with natural respect Analytical thinking English knowledge on communicative level Welcomed Skills 5 or more years of experience as a developer Experience with some database system Experience with some server side language Agile/Scrum experience Driving licence B – experience driver We Offer Chance to develop ”own” international Online Services department Possibility to work on unique project with worldwide scope Possibility of development in a dynamic company Interesting and creative work Competitive salary Benefit package (annual bonus, additional leave) If you would like to join, please send your CV at aneta.gillova@bistudio.com.
  4. Hello, Are you an experienced Character Art Leader willing to work with us in Brno, the capital of game development in central Europe? Then we want you! Your goal will be to lead a team of kick-ass character artists to create cool looking realistic next gen characters in Unreal Engine. We are looking for a mature, experienced, creative, versatile and self-directed individual with a keen eye for quality who has solid experience in creating 3D characters, apparel and accessories. Your portfolios should demonstrate proven ability to create high quality characters for games. RequirementsSpecialized in realistic visual style Proficient experience with MAX/Maya and Zbrush to create character models Skilled in high poly modelling Highly capable of creating 2D textures for models (Photoshop, Substance painter, etc) Good knowledge of human anatomy Familiar with effective polygon use, UV sets and mesh optimization Ability to self-manage and make responsible decisions about time and project priorities Ability to lead and mentor artists - be able to listen and to give feedback Welcomed SkillsExperience with UE4 Knowledge of character art specialties (hair, skin, clothes, etc.) Drawing/painting skills Knowledge of rigging and animating We OfferParticipate in a great project Friendly atmosphere in the mid-size multinational team of passionate developers Work with living Czech gamedev veterans and legends Work for the largest and most mature game development company in the Czech Republic Possibilities for skill-development and growth Competitive salary & benefits (semi-flexible hours, extra vacation, language courses etc.) Please contact us at jobs@bistudio.com.
  5. ArmSTALKER Online – In development. This is a modification for ARMA III which turns it into S.T.A.L.K.E.R and feels like MMO-project, not just singleplayer. Now project is in development. ================»> Main features: • Full freedom in the opened world of Chernobyl Exclusion Zone. • Up to 7 different clans: the bandits, the free stalkers, the Duty, the Freedom, the Monolith and the Military.; • A lot of monsters, anomalies and artifacts; • Huge amount of real-life weapons and its customization; • EcomiÑ system, auctions and trading. • Realistic world with migrating mutants, traveling stalkers, fighting Clans and Emissions. • And much more: an opportunity to become a legend of The Zone, interesting quests, crafting, different features of artifacts, unique weapons, full realism, PVP and PVE zones and etc. OTHER SCREENSHOTS: MONSTERS: VIDEOS: ArmSTALKER Online - Death Zone TRAILER. ArmSTALKER Online - Opening Scene (soon EN version). ArmSTALKER Online - Main Menu. ArmSTALKER Online - Teaser changes on Arma 3 (First modification based on ArmA2). ArmSTALKER Online - Presentation controller. ArmSTALKER Online - More mutants (with bug sound :( ). ArmSTALKER Online - Tested mutant ArmSTALKER Online - Animation Bloodsucker ArmSTALKER Online - Laboratories We need modelers, programmers, animators and mapmakers. Follow us: FACEBOOK Twitter Vkontakte Mutants models do not already have a lot of bumps and polygons. We are working on it. Our planned map:
  6. Visual Studio Code SQF Language v1.0 Lastest update: 12.03.2016 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  7. First: all credits belong to Snake2200 the author of the big and excellent XAM1.06b-modifikation for ArmA1. you can download the hole addon for ArmA1 here: http://www.armaholic.com/page.php?id=1756 -this mod is not from me, it is only a part of the Xam1.06b-mod from Snake2200 -I have only edited the mod a little bit (logic,sound balancing)that it works with ArmA3. Thanks to kju for pushing me into the right direction and also to (Snake2200 wherever he is)! -This addon gives you: -excellent nature ambient-sounds -churchbells with different distances -different windsounds on hills ..etc. -mornigbirds (excellent for europe) -at night wulfs, owls ..beware ..sometimes scary ! -on the field sparrows, larks, robins..etc. -multiplayer not tested -no bi-signs included and i am not able to create some -first shot error included ! ...and not yet repairable for me Installation: -note: CBA is needed for this. 1.copy "@xam_environment.pbo" to your ArmA3 root directoy 2.edit your shortcut for ArmA3 or use a Launcher you like to start. ps:enjoy it or leave it... for me me its a musthave... at least the file http://www.file-upload.net/download-9091901/Xam.rar.html
  8. In this thread we'll try to describe updates happening in the Development Branch of Arma 3 Tools. This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. The changes are not going to be done daily like the Arma 3 development branch does, but rather in irregular intervals according to needs and additions by our team. 20-06-2014 Fixed: Broken Addon Builder UI Fixed: Copying of files to the target destination in Addon Builder Fixed: "External" feature of Tools Launcher was disabled by error
  9. WORK IN PROGRESS https://www.youtube.com/watch?v=K6LDXK1URr8 I've decided to openly release a very basic version of iBuild for testing. The main reason for this is to test the underlying foundations and iron out any kinks before I start piling new features and content on top. It's very basic and rough, but it has enough content to give you an idea of where it's heading. The mod has evolved from the first conceptual prototype I put together, and I've lost count the amount of times I've started over, so I hope you guys enjoy what I've settled with. I'm still in the process of writing most of the documentation, which I suck at doing, but you can find what has been written so far organised into a drop-down menu under 'iBuild'. More info can be found in the description on Steam. >| Download Pre-Alpha |< About time! ;)
  10. Next to already revealed an known https://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List There are more script commands now :) + fixed http://feedback.arma3.com/view.php?id=12324 + only discussion related to new or changed Arma 3 Beta/Dev Scripting allowed
  11. We'd like to try using this thread to track clear updates about changes to the AI. But first, some all important disclaimers! Not all the changes made to the AI can be logged as and when they happen Sometimes the changes made by the programmers require other departments to update or pack their data Sometimes that's not always possible right away (i.e. changes to AI Costmaps for terrain, tweaking of new/refined values in configs) Sometimes the changes must be put on hold while we make sure/prevent them from entirely annihilating the rest of the game Sometimes the changes must be reverted because they destroy more than they heal. Sometimes our programmers have to work, rather than talk about working. We hope it helps shine some light on the ongoing refinements/fixes being made to the AI, and can help to frame/promote some useful feedback/discussion/understanding about the current state/future direction and progress. You can discuss the changes across in the AI Dev Branch Discussion thread. Best, RiE First set of notes follows: It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone. Therefore currently AI should be able to follow targets better without moving whole body. RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected. Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill. AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals. N.b. Sometimes I'll quote one one of our Programmer's comments, but reserve the right to make splendid editorial adjustments! :cool:
  12. Hi, there When it's possible/useful, we will try to post brief descriptions of recent AI changes done on the development branch. We hope this will help demonstrate the tweaks that we're making and generate useful feedback to help us validate and polish our work. For now, the first batch of notes to kick things off: It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone. Therefore currently AI should be able to follow targets better without moving whole body. RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected. Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill. AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals.
  13. Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r: Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!
  14. In this thread we'll try to describe updates happening in the Development branch of Arma 3. This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. 12-03-2013 Cross-joining default and Development branch disabled in MP Ifrit config class names changed to O_Ifrit_F and similar Various artwork fixes and tweaks in materials, textures and passenger animations Active Development branch is now indicated in the main menu Showcase: Helicopters - little optimization and conversation timings Various other showcase fixes Multiple crash opportunities fixed First tests of shadow improvements