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  Happy New Arma3 Year Community    

  December 31st, 2014 - 23:13 By Old Bear   Comment (0)  

  AMAR : Content usage and sharing FAQ Community    

The lack of knowledge regarding authors' rights, such as asking for permission and terms of use among the community as a whole is now a concern. A lot of websites and other community resources use different standards towards the ownership rights of a content creator, and sometimes lack a knowledge of the legal and moral standards that have been a pillar of our community for many years. This is especially true for people new to BIS' games. To address this purpose the Addon Makers for Authors' Rights (AMAR) has created a website that gives insight into how the issue of authors' rights is handled and perceived, and how someone can use third party content within all socially acceptable boundaries.

Dear players, addonmakers, (game) server & website hosts and all others in our dedicated community,

Addon Makers for Authors' Rights (AMAR) is a sizeable group of content creators for games developed by Bohemia Interactive with a common interest in informing the community about the do's and don'ts of content usage and sharing to support mutual understanding and cooperation efforts. For this purpose we have created a website containing Frequently Asked Questions and useful information about ownership rights, permission requests, terms of use and other related matters that can help addonmakers to use already existing content with the permission of the original creator(s) to save time.

We hope that you will find this information useful to expand your knowledge and support your fellow community members. The website can be found at the following address:

Kind regards,

P.S. Thanks go out to tom_48_97 for help with the web design and hosting.

Source : AMAR
  October 25th, 2013 - 18:43 By Old Bear   Comment (1)  

  PC Gamer : the interview about the Arma 3 campaign Community    

On August 6 2013, Evan Lahti from PC Gamer has released an interview with Joris-Jan van’t Land and Jay Crowe about the Arma 3 campaign.

Here are some extracts :

Can you give us an overview of the campaign’s story and the player’s role?

Crowe: The player is a regular soldier, a Corporal who’s part of a NATO peacekeeping mission in the Mediterranean. Originally deployed in the wake of the total economic collapse of the Republic of Altis—a nation something like the size of Malta—a situation that flared up into a bloody civil war. It’s been a couple of years of uneasy peace following a cease-fire. This US-led force is now in the process of a staged drawdown, tasked to decommission the bases and coordinate the scrapping of military equipment and vehicles that they can’t afford to ship back home.

This withdrawal takes place in the context of decades of recession in the west and a rise in power and ambition of nations under the banner of CSAT, the Canton-Protocol Strategic Alliance Treaty. Stratis—the island where the player’s unit is based—is a key strategic position between east and west. But, with the US more concerned about its interests and influence in the Pacific and traditional European powers looking inwards at their flatlining economies and mass unemployment, it’s become something of an unaffordable operation.

The vacuum left by withdrawing NATO forces is being rapidly filled by CSAT, creating the conditions for, one might say, a flashpoint. The campaign follows the player from this point and examines his role across three distinct episodes: Survive, Adapt, Win.

How are the campaign episodes connected?

Crowe: Together, they form three parts of a single overarching story. Our “Episodes” are actually something like sets of interconnected missions—each a mini-campaign—related to the others in terms of the progression of a single timeline and in the gradual introduction of responsibility to the player.
“We ask the designers to think about what ‘winning’ actually means.”

van’t Land: The episodic design is not new. It’s not something that we implemented after deciding on these release plans. Though, admittedly, we originally intended to release them together.

Crowe: When we came to redesign the campaign, the game—the sandbox platform—was in a considerable state of flux. The episodic nature of our revised approach was partly geared towards managing that, and partly on trying to investigate some distinct themes.

van’t Land: Arma 3 is now built on a singular vision—combined arms military with an infantry core—but it’s still a very broad topic, so the themes help to focus that a bit more.

Crowe: While each episode looks at a different theme, there’s a consistent thread between them all—yes, in terms of narrative—but, perhaps more importantly, in terms of gameplay. If you look at the Showcases, for example, they generally give the player an objective, a tool or a set of tools, and offer some freedom in terms of how to go about achieving that goal. In the process, one aspect of the game is “showcased.” They work because they’re simple enough for us to test, but open enough to allow players to enjoy completing them without being led by the hand. Our campaign episodes are similar, but—rather than focusing on a single “thing,” like “tanks” or “scuba”—they develop a single theme over the course of a few missions, deploying a range of meaningful and appropriate features that, hopefully, serve to create a consistent, enjoyable experience.

Have a look at the full interview on PC Gamer .

  August 7th, 2013 - 05:33 By Old Bear   Comment (0)  

  Community Guide 2 - Basic Infantry Combat Community    

BI Studio has released the second ArmA III Community Guide video on the offical ArmA III website

Following up on the more general introduction two weeks ago, this second video takes a closer look at infantry combat, with Andrew Gluck (better known as Dslyecxi from ShackTactical) offering a number of tips on how to operate more effectively as an infantryman.

Source : ArmA III on Facebook
  March 21st, 2013 - 14:35 By Andi31   Comment (0)  

  2nd round of ArmAIII addons Community    

On Thursday we have posted the first four ArmA III Alpha community addons here.
Now we're going into the second round:

-Old stlye US Army BDU
Mondkalb has created some US Army jackets and trousers for the ArmA3 soldiers.
These models were quickly thrown together in one afternoon using nothing but Photoshop and O2. Hands and proxies are taken from Vespa's A3 sample models, the boots were taken from A2's (russian) sample soldier. The rest was actually done by me.

Removes or negates the rotational blur from Post Processing levels Low or higher.
Based on the findings from ArmA 2 posted by Oktane

-(Retexture) USMC Marpat unit
Just a (semi) simple retexture i threw together for 'the spaceman' based on the NATO unit.

The stance system in Arma 3 is pretty cool, but it's sometimes hard to tell which stance you are in, especially from first person.
FA_stance to the rescue! Your current stance is displayed as a human silhouette in the bottom right corner, and a small arrow shows the current stance modifier (high, low, sidestep).

-Tao Folding Map 2.1
Tao Folding Map will allow you to toggle a usefully-large map anytime in game by pressing Shift-M

-"Get that GPS out of my face!"
Simple but useful mod that moves the GPS to the upper right just below the ammo/weapon status dialog.

Source : BIS Forums
  March 9th, 2013 - 15:52 By Andi31   Comment (0)  

  First ArmA III addons/mods Community    

Already on the first day of the Alpha release of ArmA III, the first addons and tools for BIS' new sim came out. We have picked up some of these here for you:

-A Russian with AK-107
Al least, one russian with an AK-107.. Yet.
I'm aware about uniform changing issues and weapon attachments problems so I'm working on it. Except this the addon is fully operational.
You'll find the soldier in the editor under Independent -> Russian -> Men.

-Alpha Units Extendet
I realized that there were Civilian variants for the Quadbikes but those are not currently available in the Editor, so I decided to make a Mod similar to his but with the Quadbikes, however, I also took the time to add in some more variants of other vehicles while at it. In the end I ended up with 20 new vehicles

-Littlebird Extension Alpha
This mod adds 4 extra little bird skins that are in the alpha files but are not in the editor. It just just a basic config, i haven't done any texture work they are all Bi's. I would assume that the colorful skins are awaiting the civilian mh9 without skids, but it doesn't look to bad with them, and the black one looks good too.

-CBA - Community Base Addons - ARMA 3 Alpha
Currently only CBA Main and Extended EventHandlers are included, the rest needs some more love and will follow soon.
It is based on an older build of CBA for A2/OA due to current lack of lazy evaluation (at least the OA beta style) in the current ARMA 3 alpha build.

Source : BIS Forums
  March 7th, 2013 - 16:34 By Andi31   Comment (0)  

  Marek Spanel Talks to Rock, Paper, Shotgun Community    

Rock, Paper, Shotgun has published a long Marek Spanel interview on site. Here some extracts :

RPS: Arma 3 is a little different in one important way, though, which is that it is set in the future. Why is that?

Spanel: Well, I can say this from experience with our previous games also, you do not always have a clear vision. So a game is sometimes less about one vision and more about evolution, it’s organic. Operation Flashpoint was originally supposed to be a post-nuclear apocalypse game where you are the last two carrier ships of US and Soviet Union, and you fight over the last place on the Earth where you can live, and that ended up being Cold War era conflict. So the same was true of Arma 3, we didn’t say “it has to be a near future setting”, instead we looked at Arma and saw what’s best for it. We changed that as we worked out what that was.

And so firstly: we haven’t done a near future setting yet, and it’s boring to do the same thing all the time, so we needed a change, but also there are not too many options to make this kind of game in. Back in 2003 we were planning on making a Vietnam game – never before done in games! let’s do it and do it right – and then of course along came many Vietnam games. So back to Arma 3, we choose the location on the Greek island, and that is completely new, right now. Mediterranean setting is rare in games, and so combine that with the near-future, and you have something unique for our setting. It’s not that near in time, really, like 2035, but that gives us the advantage that we can use current equipment, modified equipment, and non-existent equipment. We have someone coming up with cool new stealth helicopters, taking trends in helicopter design to make one ultimate Russian helicopter. And we think you can see the trends in what technology is evolving into, but at the same time you can still see today’s military using fifty year old technology. So down the road you will certainly have new gadgets, new toys, but the principles remain the same, many of the weapons, too, remain the same.

RPS: How do you decide what goes in, then?

Spanel: Well the process is collaborative, free, even unorganized. We give our team a lot of freedom to do what they like to explore what they are interested in, and then I myself work hard to make sure that what we get feels like it fits with Arma. Other than that, it’s really down to the team down to what they create, and how to fit that into the game.

RPS: In terms of the actual game technology, you are obviously building on Arma 2, but how do you decide what technology you need to put time into?

Spanel: It’s not always easy. What most influences the decision-making is asking “what can WE do?” Like, you might see things you would like to do, but are unable to do, so you don’t do it! But you need to figure that out. We see what fits the game, too. For example, underwater combat was not touched by the series before, and we want the game to feel exciting and new. Keeping it all on the ground is not new, so we try to do something really different that is also a natural fit for the series. Arma 3 is also set on an Greek isle, so it make sense, because using boats and diving is logical when you are on an island. Extend that to combat, and you can see that there are not actually any underwater battles in real warfare, so we are looking at our futuristic setting and saying that perhaps some of the research that is happening now will evolve into underwater weapons, like rifles that can be used underwater. So that’s an interesting thing to learn.

But also we want to have better physical simulation in the game, so there will be a better ragdoll and physics to make the gameplay more authentic. Then there are considerations for the low level tech, such as the move to DirectX 11. That was really obvious for us because DirectX 9 is no longer dominant, our users already have Windows 7 and Windows Vista. There are more advantages in moving to a more advanced API, and really DirectX 11 for us is not about fancy graphical effects, but about stability. That’s what matters on PC. That’s why DirectX 11, because the fancy things can be added later once that stability is in there. We do not see the visual advance as so important. Tesselation might be cool, but it does not really improve the overall nature of the game, and certainly does not improve the fundamental gameplay. The DirectX 11 API is now better supported by things like drivers, so by moving to that is logical. A very small number of our users now use XP, according to our data.

RPS: What do you really want to fix this time?

Spanel: Well, the lighting. We’ve been doing eye accommodation and HDR since our game on Xbox 1, but one of the frequent complaints of Arma 2 was that the eye accommodation did not feel right. So we have done some fundamental changes to do that, to try and make it fully realistic, but also comfortable for the player. That’s a difficult problem, because the dynamic range in real life is huge. The human eye can see under artificial light, but then daylight is a hundred thousand times more intense. That is a huge scale of light conditions to simulate. But we want to make that more natural to the human eye, and I think getting that right will make the game immediately much better for players.

RPS: Are you changing the mission editor for Arma 3?

Spanel: You know, this editor is really twelve years in development. Within the company, even before Operation Flashpoint game out, we were saying “this is what want: a complete community editor in the game”, and we did that over time, and it’s really great. We are not really changing much of it, but we do hope that some of the new systems will make it easier for people to publish maps and mods, and for players to find maps and mods. We hope that with Arma 3 it will be like one click, and you get all you need. So what is important here is not really changes to the SDK or the tools, but more how the mod is delivered to the end user. We feel that’s the biggest opportunity to improve the experience. There are some great community sites and updaters already, but there are so many great add ons you might never find – cool missions, cool units, cool terrain – and I want to make it easier for you to get those things in your game. More visibility for the mod makers makes modding more fun: seeing users playing in your mods is a huge reward.


Read the full Marek Spanel interview on site

  August 26th, 2012 - 09:11 By Old Bear   Comment (0)  

  Gamescom 2012 : Interview with Marek Spanel Community    
Marek Spanel ,CEO of Bohemia Interactive, has been interviewed by the during the Gamecom 2012. He is sharing his view on many subjects, not only DayZ and Arma3 but also on PC and console gaming.

[i] talks to Marek Spanel CEO of Bohemia Interactive about everything from Operation Flashpoint to DayZ. Along the way we get Marek's thoughts on everything from the future of PC gaming, Windows 8 his companies history and more.

  August 26th, 2012 - 08:44 By Old Bear   Comment (1)  

  Back from the Gamescom 2012 Community    
So, I am back from the Gamescom 2012 in Cologne . I went there on Sunday 19, the last day then. I have been in touch with Bohemia Interactive and I was welcomed by Ivan Buchta himself. I went there with a recorder, but due to the literally deafening environmental conditions on Bohemia Interactive booth, it was proved impossible.

What you will find here is the story of my "hands on" experience on the Arma3 Alpha build Gamescom . I have nothing to add -from pictures or videos- to what you have seen in pictures and video already published.

So my first try of the game is with the "showcase underwater." Small disappointment, no sub here , just a scenario of diving. For me, who have done a lot of snorkeling as a kid, I can say that a major effort was made to make real the feeling to be under the water, on the wrong side two or three times, I have been stuck in anims near obstacles, that part need some tweaking.

Second test with the "showcase with guns", there is no miracle, I was as bad a gunner here as in Arma2, I have not seen a significant difference in the movements and gestures. Playing as it was set, the textures were extremely detailed and the view distance was up, the game was very fluid.

From what I feel, the rigs behind it were high end PCs ... to be confirmed.

Lynx, the sniper rifle Hungarian is having a very high recoil ... quite fine to shoot, but I can tell nothing about the sound, despite the speakers and the subwoofer, I've never been able to judge the sound quality of weapons because of noise around. The inventory is very different but not too surprising for a player OFP / Arma.

Third test with the "showcase vehicle driving." There I felt the most important differences, the vehicle does not react in the same manner as Arma2, you can get the difference on obstacle climbing and also in relation to gravity, in the downhill, taking speed is very realistic.

After this first contact, my impression is that the game environment, the island of Stratis, the placement of objects, ground textures, the clutters, but also the effects of light are well developed, but that there are still work in progress for some parts ...

Playing with a screen up high enough before the eyes was quite tiring for me, so I left my slot and went to talk with Ivan.

On the question of "AI cheating with grass," Ivan told me that at the moment nothing had changed, they had tried several solutions without success, until now the solutions penalized too much the IA operations, and at the present time, rather than setting up a complex set of AI tweaks with multiple cursors in lieu of single "skill" cursor, BIS is moving towards a system limiting detection modes/perception by AI.

Regarding the 3D editor, there is no progress there because BIS does not have the means for it. All scripters being mobilized for the implementation of PhysX 3, for the animations, the AI and the GUI ... and especially for the integration of all these elements.

In fact, if I understood correctly, BIS made lots of tests that work more or less well. Ivan told me that for example in VBS, they found a way to include objects underground to tunnels, passages ... and it works in VBS, but in Arma3 environment , AI perceives the object hidden in the ground as a barrier and tends to avoid it... which is not the goal .... Furthermore, the IA refuse to engage in tunnels created. So for the moment, no underground objects in Arma3.

I went back playing again, for once again I have been allowed to do so ...

For this second contact, I tried again diving to be sure of what I felt the first time and I can confirm ... movements underwater do need tweaking. Then I returned to the small wheeled vehicle ... I took the opportunity to leave the track and see what we usually do not see ... the land is beautiful, the vegetation -I have a particular weakness for these superb oleanders-, the buildings, the environment is quite good , shadows and lighting effects are superb.
Then I tried moving infantry in the valley, nothing to say but a special preview of a great new anim for obstacle clearance. I ended up killing the hostile hidden in the tin shack by shooting him in the foot ... no big change here then.

Then Ivan came to show me things in development, the bounding mines, claymores and the wire traps. I have been able to disarm the jumping mine and the tripwire and re-used them afterward. I have also been able to detonate the jumping mine in the distance with a rifle shot. And then Ivan showed me the artillery, MLRS and howitzer ... shooting in the night, this was beautiful, I was also entitled to a demo rather successful CAS support by RAH-66.

I again left my place to go discussing while drinking a Czech beer offered by Ivan ...

If I understood well, the Community Alpha should be delayed until this Autumn or this Winter. Basically the Community Alpha should be only Solo, but as it has been postponed a bit and at the same time the work is done on the multi-player mode, nobody can say at the moment what it will really contain ... this is an info ... !

In the Campaign, you should play different characters, often alone for FS type missions, sometimes as a specialist, as a helicopter pilot or tank for example.

There should be a system of injury derived from the existing one, each soldier should have a first aid kit with a limited number of actions.

There will be no fast-rope in the game even if with PhysX, there could be a string realistic physics. Admittedly, this is an attractive component for the game but said Ivan, all the soldiers I met think in reality it is a source of problem solution in a real fight ... and the initial state of BlackHawk Down is related to the use of fast-ropping.

Work on the GUI is going to change the actions on objects, the idea of ​​having to use the mouse wheel to select an action, then click to run but to use a function key to get the action after selecting the action with the mouse.

Frankly, I have not been disappointed with the home folks at BIS, Ivan Buchta took me in hand and took the time to talk with me at length. For what I have seen some things are in working order and other need some work, but BIS have done a tremendous job and I am ready to wait a bit for a top Alpha Community .

Note: I hope you will soon be able to communicate the characteristics of machines that were running the game at Gamescom.
I also hope to share with you the spectacle of night shooting of the MLRS on Stratis, I need a little patience.

Edit: Gamescom PCs were high end machines : i7-3770 CPU @ 3.40GHz, Nvidia GeForce GTX 680 (4 GB VRAM), 8 GB RAM

  August 22nd, 2012 - 12:59 By Old Bear   Comments (5)  

  E3 2012 LimnosRadio ArmA3 interview Community    

Here is E3 2012 LimnosRadio ArmA3 interview

Yes! The official start of the LimnosRadio Season!
We'll be covering every aspect of ArmA3 untill its release day with a show once every 2 or 3 weeks.
The kickoff is today, and today we called with Ivan Buchta and Jay Crowe on the E3

  June 8th, 2012 - 08:42 By Old Bear   Comment (0)  

  Arma 3 E3 hands-on preview: 8 important questions answered Community    

Evan Lahti has released an Arma 3 E3 hands-on preview: 8 important questions answered article on PCGamer. Here are some extracts :

Instead of writing a standard preview, I wanted to directly address these big concerns. I asked Twitter to give me Qs, and I’ve provided 1,400 words of As based on my hands-on.

Which improvements over Arma 2 did you notice immediately? (@keenanw)
Scale and terrain detail. Creative Director Ivan Buchta gave me an exclusive look at Limnos by hopping around different points Arma 3’s editor. It’s more beautiful and authentic than any developer- or player-made island I’ve seen in Arma.

Myrina, its largest city, is easily two or two and a half times the area of Chernogorsk (Arma 2’s largest city). But it’s not just “more objects;” the variety of structures and the detail they’re granted makes the terrain feel much more developed and authentic. Buchta showed me an enterable airport terminal, a cemetery, a power plant, school playground, high school athletics track, a beach with colored umbrellas stuck into the sand, and a basketball court at night, lit by floodlights.

Exploring Limnos is going to be a joy. I can’t wait to fight in these areas; structures instantly appeared and felt less static, and less like cardboard facsimiles, as they sometimes do in A2. 80-90 percent of the buildings I saw were enterable.

Another instantly noticeable difference was lighting. The night section of the demo showed a few soldiers idling under a full moon with chemlights, a campfire, and other light sources around. The exception to this is the nightvision, which other than being a little less neon than A2’s pale green filter, still doesn’t really resemble authentic nightvision.


How do the new animations affect close quarters combat? (@craig_vg)
You heard it here: Arma 3 is balanced for double lean. The new stance animations operate as modifiers. Like Arma 2, you still hit Q or E to lean, X to crouch, and Z to go prone. But you can take an additional step left or right by hold Ctrl and hitting Q or E again. These adjustments are specific to each stance, so if you’re crouched and hit Ctrl + W, you’ll poke your head and upper body up a bit. If you’re prone, you can twist to the right by hitting Ctrl + E.

There’s at least one ridiculous animation, too: when you’re prone, if you tap Ctrl + W, you go into this “last stand” kind of pose, you lie almost flat on your back, cradling the gun on your left forearm with the barrel pointed forward. And you can fire while doing this. It looks lazy and heroic and hilarious. I didn’t experience too much CQC in the demo, but mostly I’d expect these commands to increase the viability of fighting from windows/openings. They definitely let me peek around corners without taking awkward, stuttering steps, as is often the case in A2. We’ll finally have the movement flexibility to pop in and out of cover without being at a disadvantage

Read the full Arma 3 E3 hands-on preview: 8 important questions answered article on PCGamer

  June 7th, 2012 - 23:51 By Old Bear   Comment (0)  

  Arma 3 Community Event : 'the Dirty Dozen' Community    

Jerry Hopper and LimnosRadio are giving you the opportunity to fire your questions about Arma3, and get an personal answer from Bohemia Interactive. On LimnosRadio new upcoming show 'the Dirty Dozen' Limnosradio goes up close and personal with your questions.

On the show, conveniently called 'the dirty dozen' Jerry will select questions, submitted by the community and fire them at the ArmA3 dev team. Unlike any other 'interview' you will be able to hear the the dev-team aswering your questions.

This unique opportunity give you the chance to get real answers right from the source. Not only can you ask your question to Ivan Buchta, but almost every expertise is present as almost all developers are available to answer your questions.

LimnosRadio is giving you the oppertunity to fire your questions about Arma3, and get an personal answer from Bohemia Interactive. In our new upcoming show 'the Dirty Dozen' Limnosradio goes up close and personal with your questions.

Submit your question via skype or our webbased voice-recorder, where you have 1 minute to ask your question about arma3. Please be so kind to introduce yourself politely, so both we and the BIS team can personally address you.

Although it is possible to submit your questions thru email or the BI-Forums, voice questions are preferred for this show. We will collect and review all questions and in each episode we will select 12 of your submitted questions, and get some input from the following people who are available for answering the questions:

- project leader
- lead mission designer
- lead systems designer
- designers / scripters
- GUI design team
- mastering / config designers
- lead artist
- animations supervisor
- lead environment artist
- artists
- sound engineer / musician
- marketing specialist
- creative Jay
- creative Ivan
- some programmer(s)

How to submit your question?

There are three way's of submitting your questions.
By Skype, Call our 24/7 hotline via Skype name : limnosradio
By our 'Raise your Voice' Web-recorder, Use our flash based recorder .
By Email, Send us your audio-file ( max 1 minute ) in MP3 or WAV format.

For all of the above, please review your recording where possible. Check your microphone settings to ensure your questions will be accepted because of the audio quality. Try to introduce yourself in the start of the recording. You could use a starting line like 'Hello, my name is John Doe from the USA, ....'

The airing date is around June, so you have quite some time to think of a good question ... or buy a microphone.

Discuss this on the Bohemia Interactive forums!

  April 28th, 2012 - 11:25 By JerryHopper   Comment (0)  

  Audio : ArmA3 Interview with Ivan Buchta by Nordassilradio Community    

On August 1, Nordasilradio broadcasted an interview with Ivan Buchta from Bohemia Interactive Studio's.
The showhost Briggsil, asked several community submitted questions about the upcoming ArmA3 game.
After the show was aired, Briggsil was kind enough to post the audio interview in three parts on YouTube for your enjoyment.

Source : BIS Forums
  August 9th, 2011 - 20:46 By JerryHopper   Comment (0)  

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