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Found 8 results

  1. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 (A.K.A ColonelKernel) & WindWalking Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for this one to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either map those commands to another key (I personally use "Ctrl+Y" for Zeus) or use the .hpp file in the userconfig folder to change the key for the menu. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). I'll probably add support for those mods in the future. Note that I've been learning ARMA scripting for about two weeks now (at the time of release), so my code may look a little too simple (and sometimes silly and ridiculous!) to some professionals. Here's a quick overview of what is changed (screenshots and videos will be added soon): Unchanged: Fixed/Modified/Removed: Added: Notes: Objects in the menu (such as vehicles, slingloading objects and weapons) are sorted by their distance from the player. In the lines marked with asterisk (*), note that you must open the map first before selecting the respective option if you want to select a position on the map (for example, to drop cargo open the map, then navigate to Actions > Sling Loading > Unload Cargo and then click on a position on the map) When you want to assemble a static weapon, you don't have to keep looking in a direction for your unit to assemble the weapon - only the direction you're looking when you select Assemble matters. You can look anywhere you want afterwards! By "attempt" in the above section, I mean I haven't added any command that checks whether the unit has a static weapon part on him, or there's a weapon part on the ground. So the script continues its job regardless. You should be the one that selects the appropriate unit(s). I've written the "No Launcher" command for "ASR AI". If you have used this mod, you probably have noticed that as soon as your squad units spot a vehicle they take out their launchers - which means they may stand up or crouch when you're sneaking past the enemy and ruin everything! (this may be the case with other AI enhancement mods as well, such as Vcom AI) This option works only when your units' combat mode is set to "Stealth", and will remove the launchers from the selected units' inventory! To give them their launcher back (!) all you have to do is switch to another combat mode (like "Aware" or "Combat"). I also tested it to make sure saving and loading doesn't cause any problems, and it checks out. "Unit Targeting" is useful when you want to sneak past the enemy as quickly as possible, and disables the AI targeting. It works in all combat modes except "Combat". When you've disabled a unit's targeting, do one of the following to re-enable it: 1. Change their combat mode to something else (note that their combat mode may change automatically if you set their combat mode to "Aware" or "Combat", as these two are dynamic combat modes and adapt to the situation). 2. Simply select enable from the menu (Infantry Commands > Set R.O.E > Unit Targeting > Enable) As you know, the AI have a habit of taking off as soon as they get in a plane (or are already in one). Which is why they always take off as soon as they land! To fix this, in my script I "empty" the AI planes' fuel tank once they land! In order to give them their fuel back, you can do one of the following: 1. Order them to move to a new position or regroup. 2. Order them to disembark. Same thing goes for aircraft refueling, rearming and repairing (they use the same landing script). "Combat" healing mode only works when your units are in combat mode, and makes them take cover before the medic starts healing them. Units that take cover change their stance according to the type of cover (for example they crouch near houses, cars and tanks but go prone near bushes and trees). If you change their stance or order them to move out of cover (regroup or move) they will reset their stance. In the "Mount" menu, you may see that some of the vehicle positions are greyed out. This might be because the position is already taken. If you're sure the position is empty, you can select "Any" for the vehicle role. Here's the order in which units fill the positions when you select "Any": 1.Driver. 2.Gunner and Turret (generally being FFV & co-pilot) . 3.Commander. 4.Cargo (passenger) Also, you may see that the commander position is available in some vehicles that have no commander positions! This is because the commander option also counts the first "turret" position, which is either an FFV position (as in HEMTT Transport) or a co-pilot seat. If you see that some items are greyed out, it might be because the "requirements" are not met (e.g you need to select 1 unit for "Take Weapons", "Open Inventory", "Inventory", "Driver" position and "Sling Loading", and "Sling loading" requires the unit to be in a helicopter) Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. IMPORTANT NOTES: This is an alpha release and therefore not signed (not online-MP compatible) - some functions may be broken and not work at all. Also I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile because that's the only file that may be affected). Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. This is because I don't know how to make an actual patch yet (this mod still needs WW AI Menu to work though). Please help me answer this question to fix this as well: Also, if you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). Note that since both the original mod and this one are active at the same time, you can compare them by pressing "Numpad 9" for WW AI Menu and "Y" for the patch. Download Link (updated on 9/22/17, at 1:48 PM, GMT) : Dropbox: https://www.dropbox.com/s/cyq6jdo1lfrojf8/%40AIO_AIMenu .rar?dl=0 Armaholic: http://www.armaholic.com/page.php?id=33274 How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380
  2. Hi. How can I patch a mod? To be more specific, here's what I want to do: Let's say I have a mod identified by: class CfgPatches { class My_mod { units[] = { }; weapons[] = { }; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "0.993"; versionStr = "0.993"; versionDesc= "My mod"; versionAr[] = {1,0,0}; author[] = {"Me"}; }; }; All scripts are in the main mod folder (for example, \My_mod\...) Now I want to patch this mod by altering some scripts and adding a few more scripts to the mod folder. Is it possible to use the same class for this patch as well (i.e My_mod)? Should I change the name of the patch folder? ( \My_mod\ ) Should the script I want to "patch" (i.e fix) have the same name as the script in the original mod? I'd appreciate any help with this.
  3. When I start Arma 3 without any mods and try to join a King of the kill server I get a message after a while that says: Connection failed. I then looked at the server browser and Koth servers have a red cross to the left of them, saying I have the wrong version. I then went back to Main menu and there is a message down to the right from "Spotrep" which linkgs to the Devblog about patch 1.7. My game version is apparently: Launcher version: 1.5.141155 Game version: 1.68.141559 Branch: profiling Why can't I download 1.7? Is that the problem? Best regards
  4. Hey peeps, Just wanted to share something I discovered. I cannot see it has been mentioned here on the BI forums before. After meddling with a ECP + WW4 + WW4EXT mod combination, I noticed that I started crashing on startup when adding a few extra islands to the mix. It seemed like some memory limit was reached somehow due to all the mods I had loaded. There were also some strange issues with sudden extreme lag, all textures (including menus) where blurry and some random objects showed the lowest level of detail, even though I was up close. I have previously messed around with mods in Morrowind/Oblivion, and remembered an application called the 4GB patch by NTCore, which basically allows 32-bit application to utilize 4GB of virtual memory instead of 2GB. This only works in 64-bit environment however. After downloading the application I patched ColdWarAssault.exe, and now it runs sweet as hell with all the mods I want. After patching, I have played approx 10 hours of single player, and have not encountered any crashes or instabilities. I was using the steam version of Arma Cold War Assault, but I also tested briefly on the GOG-version and encountered no issues there either. Just wanted to share this piece of information to anyone having similar issues. The patch can be found on the link below (please note that I have no affiliation with NTCore what-so-ever). The application also backs up the original file (ColdWarAssault.exe.Backup) in case you would experience any issues. http://ntcore.com/4gb_patch.php Cheers.
  5. I was wondering if there are CHANGELOGS for the 2 Arma 2 updates (42.1mb and 35.1mb) that just arrived via Steam ?
  6. Hi, I made a package of patch for old maps (before 1.60 version) with black sky. I choose to patch only consistent map (not in pre-alpha version or unfinished maps). If you want absolutely a patch for a map that is not in the list, send me a PM. To use it : activate the patch of the map you want and activate the map (map not included, it's only a patch). Open the map with "fix" name in order to not have the black sky. Download here Patch available for : - Atlantis Map - Bornholm (lite and normal) - BTC_Al_Jak - Diaoyu - Hindukush - Kandahar Province - Khogyani - Lost Island (normal and winter version) - Sangin - Tilos
  7. Patches seen in these images are just a small sample of what is included, NOT the entire content! Details: USP Patches - 4525 Unit Patches & Insignias Required Addons: None Signed: Yes, Server Key included Overview: VERSION 1.6: 1350 New Patches & Insignias added. 4525 Total. Not much to say, other than another patches update with tons more added. This update was mainly focused around adding all the country flags, which makes up about half of the pack, with each country flag coming in 3 variants (Frame, Name, & Shield). Also adding in 4 new pbo's for the countries of Greece, Iraq, Israel, and Pakistan. The Field Manual section for this addon has been updated to include better information regarding each individual pack. Started doing some cleanup with the classnames, so as always be sure to check the ClassList if having trouble. Even though this was the biggest update so far, it still didn't quite fill all requests as I had thought. Time is wearing thin for me, so I decided to go ahead and pack what is done to at least get it released. More additions will be coming, to address some of the requests that were missed and to focus more directly on already included addon packs. The roadmap for this addon, from version 1.6 to 1.7, will be to expand further upon included modules which have been neglected since introduced. As well as upgrading many of the outdated (128x) patches to 256x. Hope you all enjoy this update, which is packed full of new morale patches for everyone, and some smaller additions to all previous categories. ORIGINAL: During the process of creating my own custom units, I came across the need for some specific unit patches. Which then turned into an entire project all in its own, as a few patches turned into a library. Seeing as how there aren't very many patch addons in the community currently, I decided to go ahead and begin adding as many patches and insignias as I possibly could to the game. Each and every patch tailored to 'near-perfection', so all would be presented in just as much quality as there is quantity. There are still tons more patches to be added, and with this first pack, I was more focused on U.S. patches, since those are the units I am currently working on. But, I do plan on adding in many more patches based off of different countries around the world. Please note, I cannot ensure the absolute accuracy of the naming of all patches in this pack. All informations have been pulled from internet resources from which the patches were obtained. If you are certain of a name which is incorrect, please do contact me and inform me of the changes and I will be sure to correct them as needed. If anyone has any requests for additional patches, feel free to ask as I don't mind adding in more. Hope you enjoy this small addition and I will try to keep updated as necessary. Thanks for the support. Included: USP_Patches.pbo USP_Patches_Core.pbo USP_Patches_Extra.pbo USP_Patches_Historic.pbo USP_Patches_World.pbo USP_Patches_AFG.pbo USP_Patches_AUS.pbo USP_Patches_CAN.pbo USP_Patches_CHI.pbo USP_Patches_FRA.pbo USP_Patches_GRE.pbo USP_Patches_IRN.pbo USP_Patches_IRQ.pbo USP_Patches_ISR.pbo USP_Patches_ITA.pbo USP_Patches_PAK.pbo USP_Patches_POL.pbo USP_Patches_RUS.pbo USP_Patches_UKF.pbo USP_Patches_USA.pbo Changelog: v1.6 ADDED: 1350 New Patches & Insignias ADDED: USP_Patches_GRE.pbo ADDED: USP_Patches_IRQ.pbo ADDED: USP_Patches_ISR.pbo ADDED: USP_Patches_PAK.pbo UPDATED: Mod Field Manual UPDATED: ClassNames/ClassList v1.5 ADDED: 1000 New Patches & Insignias ADDED: USP_Patches_AFG.pbo ADDED: USP_Patches_CHI.pbo CHANGED: File Structure v1.4 ADDED: 770 New Patches & Insignias ADDED: USP_Patches_Core.pbo ADDED: USP_Patches_Historic.pbo ADDED: USP_Patches_AUS.pbo ADDED: USP_Patches_IRN.pbo ADDED: USP_Patches_UKF.pbo v1.38 ADDED: 165 New Patches & Insignias FIXED: Insignias not showing in VA after 1.40 update FIXED: File Prefix & ClassNames CHANGED: ALL Files & ClassNames have been changed, with prefix 'USP_' added. v1.35 FIXED: Server Key not working FIXED: Duplicate Entries in expansions menu v1.3 ADDED: 905 New Patches & Insignias v1.2 ADDED: 120 New Patches & Insignias v1.1 ADDED: 110 New Patches & Insignias v1.0 Initial Release For a full list of the changelog, please refer to the documentation included. Usage: [this,"CLASSNAME"] call BIS_fnc_setUnitInsignia; ClassList is provided in the documentation. Issues: None Credits and Thanks: Author: Siege-A Developer: UnderSiege Productionz Special Thanks: [AEF] Duck (Alot of troubleshooting and helped me get the file signatures and key working.) Jackal326 (Helped point me in the right direction for VA fix.) Ckrauslo (Good friend always keeping me motivated since the start.) ZiGreen (Corrections and Russian expertise.) Shunday (Generous donation of high-quality historic patches.) Hawaiian (Joining in the boredom that is config work.) Fingolfin (Generous donation of Iraqi and Afghani patches.) DireOne (My official representative on Steam Workshop.) I would also like to thank the entire ArmA community for making this game so enjoyable by producing the many mods and scripts that we use today, as well as all those that have put in requests. Finally, a big thank you to Bohemia Interactive for creating the ultimate military simulator. Download Links: License: ©2014 by UnderSiege Productionz USP_Patches is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License: http://creativecommons.org/licenses/by-nc-nd/4.0/ For a full review of the license, please refer to the documentation included.
  8. Whereas SITREPs are general development updates, the SPOTREPs will focus solely on big default branch updates to the game. Keep checking the Dev Hub for all details. ---------- Post added at 13:16 ---------- Previous post was at 13:14 ---------- Full changelog and SPOTREP