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  SITREP #00032 Official    

On Tuesday 29th October 2013, Joris-Jan van 't Land reported a SITREP #00032 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Survive!, Altis updates


Almost there! "Survive" will be officially released this Thursday, and will be automatically downloaded like a patch. Many people have already survived on devbranch and we have enjoyed reading the feedback! A few critical issues were found and squashed (e.g. crashing in the campaign menu having user-made campaigns installed). With the broader release looming, here's a couple of things to keep in mind:

- Play now or wait for all episodes? Consider what play style suits you the best. Don't mind waiting for the next episode before continuing? Or would you rather consume the whole narrative in one go?
- We recommend playing the campaign(s) on main branch. Devbranch is an experimental daily version that may cause the campaign to be work less well from one day to the next. More importantly - we cannot guarantee savegame compatibility when switching branches.
- Mods are fantastic, but we have no method of testing how all or indeed any of them affect the campaign. We would suggest to play the campaign(s) using vanilla Arma 3 for the intended experience.
- To be sure your locally installed data is not corrupted, please use the Steam client verification option. Non-SSD storage users may benefit from defragmentation.
- Please be considerate and use spoiler notifications when posting feedback. Your fellow survivors thank you!

Have fun surviving, while we carry on with the second episode: "Adapt", tools and other good stuff!


Owners of (Digital) Deluxe Editions beware: your OST in the Bonus-folder will be updated with 7 tracks from the "Survive" campaign episode (alongside the release itself).

Senior Designer Karel Mořický will attend a Czech Game Developer Session in Prague, held between 8 and 10 November. He's going to be speaking about Steam integration and working with the community. Several other team members are also set to attend the event.

It was probably clear to most people, but just to make sure: recent Tweets on our official accounts were snapshots from the "Survive" campaign intro video - and not real-life political statements.


In his recent Report In!, Martin Pezlar hinted at a few upcoming Altis updates. He has posted some more details in the forums so you can plan ahead when designing your own scenarios.

Slightly related: we are seeing questions about the object IDs which get updated every time we update the environments. We've opened a thread on the forums to ask you how you are using object IDs and how we may work together to not have to rely on them.


We recommend you avoid using the old campaign unlock cheat (in the campaign menu) for "Survive". It will unlock the list of scenarios, but progression will not work splendidly.

  October 29th, 2013 - 15:30 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)  

  Community Guide: SITREP II Official    

Korneel van 't Land informed us about Community Guide: SITREP II release .

Prague, Czech Republic, Thursday 24th October 2013

In continuation of the official Community Guide series, Bohemia Interactive today published a new video SITREP (II) for the recently released tactical military shooter, Arma 3. Thanking all those who participated in the Arma 3 Alpha and Beta, Andrew Gluck (better known as Dslyecxi) from ShackTactical reflects on the game’s release, explores the launch package, and looks at the future of Arma 3 as a platform for official and user-made content..

In similar fashion to the first video SITREP, this new Community Guide recaps development and celebrates the splendid release milestone. While scanning the horizon, Dslyecxi also discusses Bohemia Interactive’s dedication to supporting the game with new updates and content – including the singleplayer campaign, of whi ch the first episode will be deployed on October 31. Player-created scenarios, mods and add-ons are another point of focus, one which the studio hopes to push to a next level with additional tools, documentation, and the further integration of the Steam Workshop.

In co-operation with Andrew Gluck from ShackTactical, Bohemia Interactive is creating a series of videos to explain some of the basics of Arma 3. Previous Community Guides already explored infantry combat, multiplayer teamwork, helicopters, sniper and launcher teams, and combined arms warfare. The upcoming season of video guides will focus on a specific range of Arma 3-related topics.

Arma 3 is now available for purchase on Steam and for 44.99 EUR/39.99 GBP/59.99 USD. There is also a Digital Deluxe Edition available (49.99 EUR/42.99 GBP/64.99 USD). A boxed version of Arma 3 is sold at many of the major retailers.

  October 24th, 2013 - 13:34 By Old Bear   Comment (0)  

  SOCOM and DEVGRU Units by Massi Videos    
Jester814 from the 15th MEU Realism Unit made another great showcase video for Massi's USSOCOM units.

Massi has submited this USSOCOM Rangers, NAVY SEALs DEVGRU and DELTA addon on our Forums.

I’m updating the USSOCOM pack with new multicam textures, and the introduction of Ranger units in full multicam uniform and gear.
Also unit’s organization in the editor has been tweaked, and the dedicated server fix is no more required for those units.
This addon is a retexture of NATO, and Independent units, It adds several camouflage uniforms plus custom made headgear and retextured gear in order to represent US Army 75th RANGER, DELTA Force and Navy SEAL DEVGRU units ...

v 1.1 date 28\SEP\2013
- added Ranger units in multicam with multicam helmets\vests
- Ranger recon units in multicam use a mix of Ranger green and multicam equipment
- New Multicam textures
- Dedicated server fix no more needed
- Better units organization in the editor
- Introduced "@mas" addonfolder to include all my addons, other addons will be integrated in next updates

  October 23rd, 2013 - 13:06 By Old Bear   Comment (0)  

  L85A2 by Kiory Addon release    
Kiory has released a L85A2 addon on the BI Forums.

So this is it, I have come full circle, my first rifle release was the SA80RIS and it was AWFUL, which is why I was forced to remake it, vanilla style.

This rifle comes in two flavours, one with the normal rail for the iron sights and Susat scope, and one with a picatinny conversion for use with most of the scopes in Arma 3, not all of them, some of them just don't look right.

There really isn't much to say about it, textures could use some work, but for now it's at least presentable and ready to play with. It's missing some lods, shadow and actual level of distance, I'll sort all that in the coming days, I've also included a bikey etc for server play.

For those that may get confused, I know I did at some point, the picatinny version will not be able to equip the susat scope I made (which I must work on to finish at some point), but the vanilla version will, but not the other scopes etc

  October 23rd, 2013 - 12:51 By Old Bear   Comment (0)  

  SITREP #00031 Official    

OnTuesday 22nd October 2013, Joris-Jan van 't Land reported a SITREP #00031 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Report In!, Config Arrays


As a final test before releasing campaign episode 1 next week, we are still considering to stage it on devbranch this Thursday. Whether it will happen, depends on evaluations of the latest version today and tomorrow. If we do go ahead, we would like to again request of you to try to keep spoilers to a minimum while reporting issues. Thanks in advance! For the majority of players we would recommend playing the campaign on the main branch instead. This should produce a more stable experience throughout, not risking new issues due to the daily and experimental nature of devbranch (e.g. potential savegame incompatibilities).

A new Community Guide video is coming up shortly. Korneel van 't Land describes: "Thanking all those who participated in the Arma 3 Alpha and Beta, the new video reflects on the game’s release, explores the launch package, and looks at the future of Arma 3 as a platform for official and user-made content.". We also noticed the folks Down Under at AIE Games hosted an Arma 3 booth at the expo with perhaps the most relevant of names: Armageddon Expo!


The lowest quality setting for clouds will be removed from the game. This was the only setting disabling fully the new cloud technology. It caused artifacts and did not help gain significant performance.

Curious what it took to bring you the awesome Republic of Altis & Stratis environment? We've posted a new Report In! with Environment Martin Lead Pezlar. He delves into the process of making a virtual game space, and shares some thoughts on the rather more unexpected and troubling adventure he and comrade Ivan Buchta went through.

Scripting command documentation continues via the Community Wiki and forums; have a look at the next batch.


Petr Kolář, whom you may know as the Lord of the Bounce, has an interesting and more technical update for modders among you: "We are steadily working on a new tools package, and we have made a new major feature that may be interesting for many community content creators. Filip Sádovský has prepared a new version of cfgConvert which is able to handle arrays in a different manner - adding new items into an array is now possible even without knowing the array itself, by defining array[] += {newItem}; This is extremely useful for adjusting shared arrays for example for weapon accessories or the infamous class Throw with its muzzle[]. The option is already working on the executable level, but the tools are needing to be released to make the configs binarizable.


Last week we pointed out a rare issue with large profile data causing menu freezes. The solution mentioned then was perhaps not the best way to go about it. A better method is to execute the following from a script or editor debug console:

This is only needed when you experience very long delays when opening the pause menu, and your .vars profile file is upwards of 100 MB. We may do this clean-up via a patch automatically later, but do not see evidence of a lot of you being affected.

  October 22nd, 2013 - 23:17 By Old Bear   Comment (0)  

  NATO SF\Russian Spetsnaz weapons pack by Massi Videos    
Jester814 from the 15th MEU Realism Unit made a great showcase video of Massi's NATO SF\Russian Spetsnaz weapons pack.

Massi has released this pack to equip his SF units.

- Those weapons are meant to equip my US, UK, Italian SF and GRU Spetsnaz unis
- Weapons have custom ammo and magazines
- Weapons have custom UI pics
- Weapons have custom sounds thanks to LordJarhead!
- Weapons have A3 features : optics, torch, suppressors and IR capable, rotating muzzleflash, custom handanims and anims.
- Weapons have dedicated ammocrates
- The pack includes few dedicated optics (PSO, Acog, Aimpoint, Sniper optic) and suppressors
- The pack includes unit's dedicated backpacks
- Light Anti Air launchers (AA NLAW and AA RPG32)
- Classlist included in folder

  October 18th, 2013 - 14:22 By Old Bear   Comment (0)  

  Report in! : Martin Pezlar – Environment Official    

A new Report in! featuring Martin Pezlar -Arma3 Environment Lead- has been published on the Developer's Blog .

While the development team is hard at work to deliver the first Arma 3 campaign episode, the game’s massive islands have already been deployed. Considered as the crown jewel of Arma 3 by many virtual combatants, we talked to one of Altis’ masterminds, Environment Lead Martin Pezlar!

We're often asked to let some of our people talk about what it's like to develop a game at BI. 'Report In!' gives you a more personal perspective on our team, a more detailed look at the way we go about our work, and fresh information about our ongoing projects.

In his role as Environment Lead, Martin is responsible for the massive terrain in Arma 3. His team’s ambition resulted in a landscape of over 290 km2 - surpassing all previous BI games (comparison image). However, not only scope, but also level of detail and lighting were pushed to the next level. Mix in a bizarre adventure in Greece, and we have more than enough ingredients for a Report In™ dev interview!

Tell the people a little about yourself. What's your role? How long have you been with Bohemia Interactive? Which projects have you contributed to and what is your favourite BI game or mission?

Greetings! My name is Martin Pezlar, perhaps better known by my nickname ‘Maxell’ on the Internets. I’ve been working as a Lead Environment Artist for 2 years now. Before that, I worked at BI as a regular Environment Artist, also for about 2 years. I was recruited back in 2010 from the ranks of the Quake 3/Doom 3 map design community. My first task at BI was to develop Takistan for Arma 2: Operation Arrowhead. I then later worked on the smaller Shapur map (Arma 2: British Armed Forces) and Proving Grounds (Arma 2: Private Military Company). Naturally, my favourite BI game is the latest, most polished, and most beautiful instalment in the Armaverse: Arma 3.

And can you give us some random facts about yourself?

I love life, surprises, fast motorcycles, perfection and efficiency, intelligent humor and having the sun shine on my back. I hate laziness, human stupidity, and arrogance.

Can you start by explaining a little bit about the terrain development process?

Phew! Where to start! The terrain development process is kind of a marathon – it’s a massive task. Let me try to capture the most essential stages.

First of all, you have to have a clear goal: what kind of map do you want to create, what should it look like, what features should be present. This means you always need to do some rock solid research. All of this drives the initial analysis and design, which is then evaluated by all of the Department Leads, the Creative Director and the Project Lead.

Once everyone and everything is aligned, we move on to build a very basic map prototype. This is just a quick, low-quality terrain mesh with low resolution textures and simple mockup buildings. It helps to test the in-game scales, proportion and overall feel. Once everyone is happy with the prototype, we move ahead and start preparing a list of all the assets required for the final production version of the map. This again involves a lot of analysis and spreadsheets, which ultimately serve as the battle plan for the Art and Environment Departments.

Finally, when these documents have been approved and finished, the real, high quality, production of the required assets can begin. Simultaneously, the creation of the landscape itself, the map layout, the sculpting of the terrain, and the satellite textures is starting. Then, *crash-boom-bang*, 2.5 years later, we have a brand new game world.

Have a look at Martin Pezlar -Arma3 Environment Lead- full interview on the Developer's Blog

  October 18th, 2013 - 09:12 By Old Bear   Comment (0)  

  SITREP #00030 Official    

On Tuesday 15th October 2013, Joris-Jan van 't Land reported a SITREP #00030 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Campaign episode - Survive, Rain, Fatigue


The final stages of development of the first campaign episode - "Survive" - are wrapping up this week. Splendid voice-acting and animation work has made its way from recording & processing into the game - bringing it all to life. Together with our various testing teams, we are playing through the episode many times to find potential issues ahead of the October 31 release. Meanwhile, other members of the team are working on the second episode, previously teased content additions, tools, and a number of unannounced additions.


Not one, but two Workshop developer favorites have been shared since last week. Artist Martin Valášek put forward 'Metal Clone Boss' by Mr Cookie. Web developer extraordinaire, Jervant Malakjan, landed on 'The Great Altis Highway Race' by ٨ήģεỈ.

The Community Focus widget was refreshed on the main website landing page with a mix of cool user efforts!

To clarify a few things after the campaign release date announcement: it will be a singleplayer-only experience. We've also seen discussions about the scope of gameplay changes based on what was seen in screenshots. Don't expect big core gameplay overhauls released alongside the campaign. As suggested by some of you, the campaign contains a few more 'staged' situations involving custom animation work. That is not to say there will not be a load of cool additions to benefit community designers. Many new animations, sounds and objects can be used; something made easier by the new modules designed by folks like Jiří Wainar.

Scripting documentation continues to be updated via the forums - this week with a suite of inventory-related commands.


Today is a pretty big day on devbranch, with us staging the "Survive" sandbox content and new rain technology! By sandbox content we mean the new weapons, characters and static objects - basically everything except for the campaign scenarios themselves. The latter may be staged for a brief period ahead of release, but we are still evaluating that option. If we do, we would kindly ask you to not spoil the experience for others with any discoveries made in devbranch data.

Oh, the new rain is a big step forward if you ask us! This first stage on devbranch finally does away with some of the old rain's limitations. The effect feels more 3D since it uses particles all around you, rather than mixed animated 2D layers. It also factors in occlusion better, so that it does not rain under objects. The way the rain is lit looks especially cool when viewed in front of a vehicle's headlights at night for example.

Following the release of "Survive", we will start a targeted tweaking of fatigue and its effects on devbranch. Some of the prep is done already, but it cannot be rolled out now without risking final testing of the first campaign episode. The goals are to introduce better fatigue calculations so that your equipment has a more authentic bearing on your performance - e.g. running up a significant slope / carrying heavy equipment. Once this gets on devbranch, designer Radko Voda intends to discuss the details on the forums.


If you have frequently used devbranch and you experience lag when opening interface menus (such as pressing Esc to open the pause menu) - this may be due to your profile data storage being huge. That, in turn, may have been caused by redundant diagnostics data having been stored while using devbranch. The solution is to create a new profile, but obviously be careful about losing your settings and progress!

  October 15th, 2013 - 14:14 By Old Bear   Comment (0)  

  'Survive', 1st campaign episode available on October 31 Official    

Korneel van 't Land has informed us about First campaign episode for Arma 3 release date.

Prague, Czech Republic, Thursday 10th October 2013

Bohemia Interactive today announced the release date for the Survive campaign episode of Arma 3. Dropping in as free DLC on Thursday October 31, players take on the role of a regular soldier stationed in the Republic of Altis & Stratis.

“Our first campaign episode, ‘Survive’, introduces players to Ben Kerry, a regular soldier who’s part of a NATO peacekeeping mission in the Mediterranean. Following a couple of years of uneasy cease-fire, this US-led deployment is now in the process of a staged drawdown. The vacuum left by withdrawing forces is being rapidly filled by the opposing CSAT faction, creating the conditions for, one might say, a flashpoint” , explains Jay Crowe, Creative Director on Arma 3.

“Of course, it's not just about our own story, but another opportunity to provide yet more building blocks for the platform - new weapons, animations, 3D objects, scripted modules - each designed to grant content creators even greater freedom to create and share their own content. Looking forward to the forthcoming episodes, we’ll continue to expand Arma 3’s sandbox with additions such as new vehicles.”

Arma 3 features the large open terrains of ‘Altis’ (270 km˛) and ‘Stratis’ (20 km˛), 12 singleplayer showcases, 3 factions showcases, 9 multiplayer scenarios, 10 firing drill challenges, more than 20 vehicles and 40 weapons, 5 factions, the scenario editor and modding support. The singleplayer campaign is deployed across 3 free DLC episodes after release.

People can purchase the regular Arma 3 (44.99 EUR/39.99 GBP/59.99 USD) or the Arma 3 Digital Deluxe Edition (49.99 EUR/42.99 GBP/64.99 USD) from Steam and A boxed version of Arma 3 is also available at many of the major retailers.

  October 10th, 2013 - 15:00 By Old Bear   Comment (0)  

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