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Thread: Arma 3

  1. #1
    aka Boji-Chan Bojingles's Avatar
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    Arma 3




    Alrighty then. I think it's time we start a new thread for this since we are no longer beta and we haven't been using the Domination mission at all pretty much. So new update today! This update is a biggin with 1.2GB worth of data to download. Don't forget to run a file integrity check to make sure everything is good-to-go. So on wards with the changes.

    Added: New style of VR entity:
    * OPFOR - more red
    * Injured - orange specular / ambient
    * Dead - neutral gray specular / ambient
    Added: Config support for the dehardcoding of the number keys and function keys
    Added: Weapon muzzle velocities are now correctly defined per weapon and not per magazine as before (backward compatibility is maintained as magazine initSpeed is now considered when there is no initSpeed defined in the weapon, while a weapon defined initSpeed overrides the magazine defined value)
    Added: NVGs to Pilots' gear
    Added: Stomper cargo is now able to use weapons to fire from the vehicle
    Added: Conflict + collision groups for new actions
    Added: aiRateOfFireDispersion parameter into the base fire mode class with a default value of 1 to introduce basic randomness in AI firing patterns (to-be-tweaked)
    Added: FD support for AND target triggers
    Added: Black variant of the civilian truck (texture)
    Added: Indication of a modded game
    Added: Game version indication to the Pause Menu
    Added: Ability to disable ramp operation on the Mohawk, Huron and Taru by setting variable "bis_disabled_Ramp" to 1 for the vehicle
    Added: Actions for raising and lowering turret. Please note that you need to select a preset again to map these to their default values or set them manually.
    Added: Get in / get out actions for the motorboat, set proper animation states
    Added: Driver animations for the Civilian Truck
    Added: New procedurally generated icons for hand weapons (see documentation)
    Added: Preview of default marker color to ComboBox in Insert Marker dialogue
    Added: New danger cause (dcbulletClose) to danger.fsm (notes in AI Changelog)
    Added: Retexturing OPFOR Ghillie Suit enabled
    Added: New layer to make sound more sharp and realistic while hitting ground
    Added: Retexturing AAF Ghillie Suit enabled
    Added: Plastic_plate penetration material
    Added: BIS_fnc_liveFeedSetTarget can be called with an optional parameter for smooth camera transition: [new target, duration of transition] call BIS_fnc_liveFeedSetTarget
    Added: onHover texture to default mod logo
    Added: Buldozer - Controls for keeping absolute elevation and releasing absolute elevation lock in
    Fixed: Displaying of mod logo in the Main Menu via mod.cpp
    Fixed: Privatization of the local variable _type in function loadInventory
    Fixed: Car fixing wheel animation for the switchMove command (see 0022346: Animation "Acts_carFixingWheel" not playing through script command - Arma 3 Feedback Tracker)
    Fixed: Camera was sometimes randomly stuck on the closest zoom
    Fixed: Front cargo of Zamak trucks
    Fixed: Silence gap in looped sample of the Mi-48 Kajman
    Fixed: Arsenal meta data were missing
    Fixed: Incorrect Z-ordering of the backgrounds of mod icons in the main menu
    Fixed: CfgPatches for random classes
    Fixed: Issues with a briefing animation
    Fixed: Issue with a wrong KIA state while killing a unit getting out from certain vehicles
    Fixed: Mortar geometries
    Fixed: All stats were visible after hiding and revealing the Arsenal interface again
    Fixed: BIS_fnc_VRSpawnEffect now correctly reflects the object's height
    Fixed: Collision between optics and close context menu
    Fixed: M-900 becomes invisible at medium distance (0021637: New M-900 invisible after distance - Arma 3 Feedback Tracker)
    Fixed: Weapon accessories ignore 'scopeArsenal' property (0022319: scopeArsenal config param does not work for attachments - Arma 3 Feedback Tracker)
    Fixed: 'scopeArsenal' now replaces value of 'scope' in Arsenal, instead of being checked alongside it
    Fixed: The explosion of a car can destroy heavily armored vehicles - discovered certain confusion in the functionality of parameters "fuelExplosionPower" and "secondaryExplosion". This fix therefore revised all these parameters, optimized explosions of all vehicles and also added a (hopefully) proper description of relations between these parameters and vehicle destruction explosions.
    Fixed: Prone reload speed for Katiba, Mk200, TRG-20 and Zafir
    Fixed: Speed of cargo idles
    Fixed: Leg memory points were not in proper selections (0020761: Memory points rfemur, lfemur, and other leg memory points returned incorrectly with SQF command selectionPosition. - Arma 3 Feedback Tracker)
    Fixed: BOOT04 scenario
    Fixed: Possible error message in Supports module
    Fixed: Impenetrable glass door, material on stairs and normal maps for tiles for Ghost Hotel
    Fixed: Possible error message in BIS_fnc_traceBullets
    Fixed: Scripting error in BIS_fnc_VRHitpart
    Fixed: Task completion bug in MP Headhunters
    Fixed: Simulation Manager now works correctly even for UAVs
    Fixed: FFV positions in Civilian Truck. Slightly reduced head shake in one of the get in animations. Zamak should now be entered and exited correctly.
    Fixed: Kart drivers declared so their DLC icons would display
    Fixed: setOwner was incorrectly used on a single module (it's part of a group)
    Fixed: OK and TRY buttons were active even in lite versions of Arsenal
    Fixed: CoF: Orange 3 sniper rifle on the ground would not always be there after restart
    Fixed: FD competitors could receive 1 more magazine on restart compared to the first start
    Fixed: Fatigue was not reset when a Firing Drill was (soft) restarted
    Fixed: Using a more robust method of disabling saves in FDs / TTs (so that CoF: Green does not incorrectly allow saving)
    Fixed: Zamak tires deflate correctly when destroyed
    Fixed: RscHTML lacked x, y, w, h coordinates, leading to errors when created using ctrlCreate
    Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
    Fixed: Adjusted tail blade radius for Mohawk
    Fixed: Assault boat front seat was able to aim through the Boat
    Fixed: Several modules now display author properly
    Fixed: Silenced MX should have the correct sample
    Fixed: Commander hatch of Scorcher doesn't disappear anymoar
    Fixed: Titan AA missile had a bad shape while fired
    Fixed: Resolved a conflict of cfgSkeletons classes.
    Fixed: Broken macro in Team Switch dialogue (no visible change in the game, but less error messages in RPT)
    Fixed: Some modules were in the editor wrongly marked as a part of Zeus DLC.
    Fixed: BIS_fnc_loadInventory had problem loading corrupted inventory save
    Fixed: Wrong attachments order in loadInventory function
    Fixed: Adjusted position of optics for static GMG
    Fixed: Further decreased weights of various fences in an attempt to fix vehicle collision issue
    Fixed: Adjusted memory points in tank turrets to prevent shooting through walls
    Fixed: DLC Content Browser - DLC icons made sharper
    Fixed: Diesel Power plant now shows on 2D map
    Fixed: Default turret should not have a copilot capability
    Fixed: Rear door cargo proxies in Huron should now be consistent across LODs
    Tweaked: Rahim reload animation has proper right hand IK curve
    Tweaked: Lowered armor of lights on Slammer, Kuma and Offroad
    Tweaked: Mi-48 pilot shaking view pilot calmed down. Added settleIn free variants for basic cargo anims.
    Tweaked: Tucked in the cargo in the Van
    Tweaked: Adjusted FFV limits for the civilian Truck
    Tweaked: Armex engineers have had to further improve the suspension of the Mora after an incident on Agia Marina military range where a squad of officers was transported and it turned over. AAN reports one wounded, two bruised and three severely humiliated.
    Tweaked: UI textures for static weapons
    Tweaked: Weapon SFX overhaul (sidearms, rifles, SMGs, machineguns and suppressors). Stay tuned to dev.arma3.com for a related OPREP.
    Tweaked: availableForSupportTypes for various helicopters to include Drop and Transport types for those that can perform it
    Tweaked: Car fixing animation for switchMove / playMove commands
    Tweaked: Better support for cutscene animations and playMove / switchMove (more briefing anims)
    Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels
    Tweaked: Steering force coefficient of parachutes
    Tweaked: Memory points of transport trucks
    Tweaked: Pistol <> rifle transition
    Tweaked: Get in / get out positions for the Motorboat model
    Tweaked: Cargo proxies for Civilian Truck (soldier intersecting with van body)
    Tweaked: Sounds have a new data structure. It is a work-in-progress, and the old references to sounds_f\weapons should still work fine for now
    Tweaked: Minor adjustments to MX samples
    Adjusted: Minor volume changes for launchers
    Tweaked: AAF vests visually tweaked
    Tweaked: Additional visual tweaks on AAF vests
    Tweaked: Minor sound changes for static GMGs
    Tweaked: Textures for pop-up targets
    Tweaked: Texture of indicator of modded game
    Changed: Renamed control menuBack to navigateMenu to fix profile customisations
    Changed: Punishment animations are now triggered using playMove instead of playMoveNow in Zeus Bootcamp
    Changed: Identity of VR Entities set so they won’t spawn with any facewear
    Changed: Whitelisted setSpeaker for BIS_fnc_MP
    Changed: Animation state for the land get in action for Motorboat
    Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities
    Changed: Adjusted dispersion of Starter pistol
    Changed: AI detection distance of bullet hit/fly-by & grenade explosion
    Changed: Re-generated general macros for cfgVehicles
    Changed: All new samples for UGL
    Improved: Open / Close ramp commands localized
    Improved: Hit detection in function VRHitpart
    Optimized: Weights of various walls in an attempt to fix a vehicle collision issue
    Removed: Unnecessary NV goggles from the player in Showcase Fixed-Wings
    Potential spoilers
    Tweaked: Showcase Fixed wings - Helicopter hit confirmation is dependent on which weapon the player used (cannon, AA, etc.)
    Fixed: Showcase Commanding will fail if the player disables the Hummingbird
    Fixed: Damage Control: The mission correctly fails if the Hunter becomes immobilized
    Fixed: Common Denominator: Ensured the HUD is properly disabled during the opening cutscene
    Fixed: Common Enemy: Mission will properly fail if Miller is killed by the player after regrouping
    Fixed: Common Enemy: Miller will no longer run out of ammo
    ENGINE
    Added: Sound: Helper classes for effect management
    Added: DLC notification for premium gear take actions
    Added: AI rate of fire randomization (new parameter aiRateOfFireDispersion)
    Added: Current app ID property / getter [SteamLayer]
    Added: Indication of a modded game
    Added: Game version indication to the Pause Menu
    Added: Reworked gear tooltips to support DLC notifications
    Added: Script function configSourceModList for listing the whole list of mods that modified a config class
    Added: Command line parameter cfgDependencies for printing a list of all configs loaded with all dependencies (the list is in the order in which the configs are loaded)
    Added: setGroupOwner script command for changing the locality of a group (setOwner will no longer work for objects with AI)
    Added: DLC notification whitelist for selected scenarios (VR Arsenal)
    Added: Sound: Additional sample for Hold Breath
    Added: Enabled Firing From Vehicles inertia
    Added: Drawing an icon next to non-owned drones in the UAV terminal label
    Added: getGroupOwner - server-side script command for retrieval of group locality
    Added: Unique ID to inventory items (for MP - WIP)
    Added: Script command for listing weapon's attachments in cargo (weaponAttachments)
    Added: DLC / mod icons in scenario lists (showcases, challenges)
    Added: Detection of bullets flying close to unit
    Added: Support for changing picture colours in tree
    Added: PhysX library is able to run from network drive
    Added: Support for server-only mods with new console parameter serverMod
    Added: Improved detection of observed kills
    Added: Procedurally composed icons for gear (Documentation)
    Added: New commands for setting colour of pictures in lnb list box type
    Added: "append" script command for appending one array to another
    Added: Scrollbar for long script examples in help dialog
    Added: Supersonic crack in 3D & flying bullets sound
    Added: New script commands enableUAVWaypoints and waypointsEnabledUAV to enable/disable option for player to set waypoints for UAV in AV terminal
    Added: Buldozer - configurable user actions for Ability to lock elevation of objects during terrain sculpting
    Added: Ai will not eject without parachutes, but will jump if heli is close to ground
    Fixed: 3d person view camera shake caused by damage
    Fixed: Added network support for turret elevation
    Fixed: Wrong response for the SetMaxHitZoneDamage network message sent to servers
    Fixed: Unable to switch positions in vehicles in MP
    Fixed: Building game without enabling Dedicated Server
    Fixed: AI reaction to being alerted by nearby explosions
    Fixed: CTD after initializing MenuItem
    Fixed: Menu item at the bottom of the list if its set for the "back" action
    Fixed: Crash while processing disclosure info
    Fixed: ZGM Virtual Reality - Crash while controlling UAV
    Fixed: New NavigateMenu to force new key presets and fix opening the command menu on RMB
    Fixed: All vehicle lights are handled using using context menu actions
    Fixed: Ships are steerable by mouse the same way as ground vehicles
    Fixed: setDamage 0 did not fix rotors for PhysX helicopters
    Fixed: Attempt to fix more PhysX CTDs
    Fixed: Properly reading allowedVote(dAdmin)Cmds in case they are left empty
    Fixed: Tail rotor destruction
    Fixed: Event handler "IncomingMissile" did not return the shooter when added to a laser target object (0020739: Event handler "IncomingMissile" when added to laser target object, does not return the shooter - Arma 3 Feedback Tracker)
    Fixed:Crash when releasing XA2Device
    Fixed: Possible fix of sound dropping out during the game
    Fixed: Sound: Waves not included into submix (weapon sounds heard too far away)
    Fixed: CTD when reloading a weapon
    Fixed: Using a directory name as mod ID (modDir) when a full path is defined
    Fixed: Vote / voted admin commands in UI visible according to Dedicated Server settings
    Fixed: Skill of AI units being propagated over the network properly
    Fixed: PhysX scene lock assert when releasing actors
    Fixed: Stick analog axis (gamepad triggers) can be used as triggers for toggled / click actions
    Fixed: AI soldiers planning their path through objects along the coastline
    Fixed: Problem with non-valid PhysX transforms and forces
    Fixed: PersonTurret save backward compatibility
    Fixed: Desync problem after changing locality of a vehicle
    Fixed: Added missing serialization of FFV dynamic limits
    Fixed: Paragliding should not be FPS-dependen
    tFixed: Freefall should not be FPS-dependent
    Fixed: Artillery scope info
    Fixed: Negative axis for clicks, small refactoring
    Fixed: Linux build issue for joysticks
    Fixed: Various warnings
    Fixed: Mouselook without weapons and FFV with lowered weapon
    Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
    Fixed: Dedicated Server vote / voted-admin commands pre-init / post-init settings handled properly by UI on a MP clientFixed: CTD and Enable button in controller window
    Fixed: Crash after using tvClear command
    Fixed: Distance sliders in video options
    Fixed: setOwner/setGroupOwner does not work when transferring locality from client to DS
    Fixed: setGroupOwner should only transfer group locality when the group leader is a player
    Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance.
    Fixed: Ejected casing are now drawn correctly in 1st person (0009159: Casings eject very far from the weapon in first person view but not in 3rd person view - Arma 3 Feedback Tracker)
    Fixed: Attempt to fix random PhysX ragdoll crashes
    Fixed: Possible CTD in drawing waypoint in radar
    Fixed: Telescopic turret elevation did not sync in MP
    Fixed: Using undefined maths operations in scripts crashes the game
    Fixed: getOwner/getGroupOwner return wrong playerID
    Fixed: Stance indicator visible for pilots
    Fixed: Disabled optics in vehicle after sprinting & getIn action
    Fixed: setGroupOwner can now transfer locality of HC groups
    Fixed: Loading of thresholds for analog controller axes
    Fixed: Strings for axes (plural of axis, not the wood chopping stuff) were localized internal strings instead of OS ones
    Fixed: Passengers should not see broken radar in helicopter
    Fixed: Added detection for local remote players for setGroupOwner
    Fixed: Added support for NaN values for operators and maths functions
    Fixed teamswichCommand does not open TS window, when TS is disabled
    Fixed: Briefing - Game crashes when managing items in the briefing inventory
    Fixed: Crash when accessing an out-of-bounds LOD level
    Fixed: Possible CTD when loading Zeus game saved inside UI
    Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors
    Fixed: AI reaction to danger should be faster
    Fixed: Incorrect sound on Linux DS
    Fixed: Lock, lockdriver and lockturret also lock ability to control positions in UAV vehicles
    Fixed: Cross-hair should not be visible for cargo
    Fixed: Sling Load Assistant disabled for personTurrets
    Fixed: soldier AI lay down for no reason
    Fixed: cross-hair should not be visible for cargo
    Fixed: Slingload manager disabled for FFV turrets
    Fixed: Possible synchronization issue when splitting long network commands
    Fixed: various issues with disabled personTurrets
    Fixed: Properly reading LOD levels inside a vehicle
    Reinit weaponholder in physx scene and apply angular velocity
    Fixed: FFV turrets enabled state propagation through network
    Fixed: FFV crash when changing position of soldiers in MP
    Fixed: Crash in GetFormationPosImmediate
    Fixed: Crash whet releasing the PhysX scene
    Fixed: Hovering weapons from remote ragdoll
    Fixed: Double press of Enter was needed to switch to external cam in vehicle
    Fixed: Crash when sooting to unit without defined hitpoints
    Fixed: fixed zoom artifacts when switching optics mode in other view modes than gunner
    Changed: In MP all players can switch seats
    Changed: Unlocking hardcoded number keys and function keys
    Changed: setSkill - AI skill can now be set for local units or for any if executed on the server
    Changed: Allowing setOwner to be called the old way - even for objects with AI - for now
    Changed: setOwner now works with agents
    Changed: weaponAttachments renamed to weaponAccessoriesCargo (this set of technologies is not yet ready for use, heavily WIP)
    Changed: Refactor PhysX scene thread synchronization to be more reliable
    Tweaked: Changed the minimal message time prediction delta
    Tweaked: Better localization handling in the paramfile for SteamLayer
    Tweaked: Sound: Fireplaces and campfires
    Tweaked: Backpack / AI inventory MP code refactored (should not change functionality, but clean up the implementation)
    Tweaked: 2D stereo effect
    Tweaked: Improved soldier zeroing precision (by 0.05%)
    Tweaked: Adjusted mod detection for config classes
    Tweaked: Send player position message as high priority once per second
    Tweaked: Report more info on invalid matrices given to PhysX
    Tweaked: Network diagnostics now show only necessary locality info
    Tweaked: Replacing repeated code by methods for joysticks
    Improved: AI will not eject from a plane nor heli, if it doesn't have a parachute
    Improved: Dropped weapon objects now use hidden selections for drawing
    Improved: Progress bar color can be set via the ctrlSetTextColor command
    Improved: Registry keys were acquired and released periodically (merged from DayZ)
    Modified: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1)
    Optimized: Registry access
    LAUNCHER
    Added: Localization for check box "Use Steam client instead of web browser" on the Options

    Fixed: A crash on start in case the configuration file is corrupted
    Fixed: ConfigurationManager pre-initialization fails when ApplicationSettingsBase has corrupted settings files
    SERVER
    Updated: Stand-alone Windows Dedicated Server (1.40)
    Updated: Stand-alone Linux Dedicated Server (1.40)
    Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    Try adding -mod=curator;kart;heli;dlcbundle to your arma3server.exe shortcut
    And of course the devs like to throw in funny updates to their change logs, like this gem:

    Tweaked: Armex engineers have had to further improve the suspension of the Mora after an incident on Agia Marina military range where a squad of officers was transported and it turned over. AAN reports one wounded, two bruised and three severely humiliated.
    A few highlights that are worth mentioning:
    Fixed: Skill of AI units being propagated over the network properly
    Fixed: Desync problem after changing locality of a vehicle
    Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance.
    Changed: setSkill - AI skill can now be set for local units or for any if executed on the server
    Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels
    Tweaked: Weapon SFX overhaul (sidearms, rifles, SMGs, machineguns and suppressors). Stay tuned to dev.arma3.com for a related OPREP.
    Soon we will have a new update with the Marksman DLC! If you have bought the DLC pack then good for you, if not, oh well sucks for you. Just like the Helicopters and Karts, you will probably be able to see them, but not use them. Though with helicopters you can get in them, but not fly them. So I'll be pew pewing with my new guns and you can go cry cause you can't use it.

    See you guys in game! Pew pew, Bojingles out.
    Edited by Teck:
    did you really just ask if Bo has his cwp?

    he shot his name into the application form from 1000 yards... while on a Segway... One handed with his USP in .45ACP... While doing pushups AND eating his sandwich...

  2. #2
    KG SUPREME! Kage's Avatar
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    Re: Arma 3

    Pew Pew. We need to talk to someone about hosing the mission we like to play with all of the mods, even if we dont get random people into the server it would be nice to have one running without having to depend on you Bo

  3. #3
    aka Boji-Chan Bojingles's Avatar
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    Re: Arma 3

    Ladies. I've got a server running now with our favorite game type. It's a private server at the moment until I get the kinks worked out with the server config and the key signatures, but I intend on making it a public server where others can join us if they have all the mods we use. So with that. The mods we are using for this server are here:
    https://play.withsix.com/arma-3/coll...com-Collection

    Note it hasn't been working and I'm guessing it's because of playwithsix. Go figure... So we might have to work through that. The server is online, but it's not showing up on the server browser list. I'm going to work with the server host to figure out what the deal is with that, but at the moment you can connect directly by IP and port.

    IP: 199.168.142.115 Port:2342

    If there's problems let me know.
    Kage and MisterX like this.
    Edited by Teck:
    did you really just ask if Bo has his cwp?

    he shot his name into the application form from 1000 yards... while on a Segway... One handed with his USP in .45ACP... While doing pushups AND eating his sandwich...

  4. #4
    KG SUPREME! Kage's Avatar
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    Re: Arma 3

    So baller.

  5. #5
    KG SUPREME! Kage's Avatar
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    Re: Arma 3


  6. #6
    aka Boji-Chan Bojingles's Avatar
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    Re: Arma 3

    Dear SR peeps. I have uploaded a 7zip file to the ftp of the server we have now that contains all the mods we currently use on the Staferight.com ARMA III sever. Please message me, contact me via teamspeak, or email me for the link, username, and password. Note only SR members that have had a actual interest in the ARMA III SR Server and are well renown, friends or family members of current SR members that can vouch for people, and well renown SR members will get the link, username, and password. As of now, my download speed of the zip file was maxed out at 56MB/s. No, that is not a typo. I have a fast internet speed and I maxed it out. So if you wish to download the 10GB of mods we currently have that are completely updated. Do it! Ask me or Kage how to install these mods. We are very knowledgeable in mods since we've been heading these up for some time now. Thanks guys. I would really like to see more people in our SR ARMA III server. We seem to have a lot of fun and the more people we can get involved the better it can get!
    Edited by Teck:
    did you really just ask if Bo has his cwp?

    he shot his name into the application form from 1000 yards... while on a Segway... One handed with his USP in .45ACP... While doing pushups AND eating his sandwich...

  7. #7
    KG SUPREME! Kage's Avatar
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    Re: Arma 3

    A few pics from last night.






  8. #8
    aka Boji-Chan Bojingles's Avatar
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    Re: Arma 3

    Arma server was updated to use the new camos: Canadian Pack, Standard Pack, UK Pack, and US Pack.
    Kage likes this.
    Edited by Teck:
    did you really just ask if Bo has his cwp?

    he shot his name into the application form from 1000 yards... while on a Segway... One handed with his USP in .45ACP... While doing pushups AND eating his sandwich...

  9. #9
    KG SUPREME! Kage's Avatar
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    Re: Arma 3



    YOU JELLY BRO?

  10. #10
    aka Boji-Chan Bojingles's Avatar
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    Re: Arma 3

    That's a good looking rifle.
    Edited by Teck:
    did you really just ask if Bo has his cwp?

    he shot his name into the application form from 1000 yards... while on a Segway... One handed with his USP in .45ACP... While doing pushups AND eating his sandwich...

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